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THE J «■ .a^ji— pubucat,™ v JANUARY 1 991 

infi / 'mages : ISSUE 28 




MAGAZINE 

OF THE YEAR! 




?095S'%08053 



0 1 



FOR AMIGA, ATARI ST AND PC GAMES 




WARNING! 

THESE CREATURES ARE 
DANGEROUS! 



Lemmings: 
Dangerously 
Addictive 



DYNAMIC DUO! 

□n This Special Preview Disk... 

AMIGA ATARI ST 





Rick Dangerous II: Midwinter II: 

Exclusive New Level! Interactive Preview! 




DOUBLE DARE! 

Dragon's Lair II: Time Warp 



FREE 
INSIDE 

EXCLUSIVE 
Full-Colour 
Rollerbabes 
Calendar 1991 



GAME FOR A LAUGH! 

Wo Have It Out (BloikU With The Viz Team 
And Get Stuck In (Fwelk!) To Virgin's Game 



Judge Dredd: Meet The 
Man Behind The Helmet.,. 

Megalomania: A Sensible 
Solution To Evolution... 

Cruise For A Corpse: 

We Tell You Whodunnit.. 

Turrican II: Blows 
Us Away... 



READ THE DIFFERENCE! 




THE 
ONE 



JAN 
1991 





1 m 



CHASE HQ t Special Criminal Investigation, 

continuing where CHASE HO left off. • 
The Arcade thntier takes you from trtfe bright tights of 
Pans« the rugged terrain of tfi Sahara. 
Your meson 6 to track down, 
chase sndGpprehend 
the dangerous 
. * . cnrrviate 




It's RASTER * 

■ • •Ejptosrve power sends • 
you bulleting through various terrains - 
hoU the kne or plough the fields 1 

ITs TOUCHER 

The cnmmals wield some 
heavy hardware - but so do you 1 
You can snoot but you must dodge their flak.. ■ 
heavy gunfire, trucks unloading their cargo onto you- 
bonnet... it's the meanest pursuit game to hit the 
micro screen* 







Seven leveistil muscle-straining, reflex -testing, 
tideways scrolling fury 1 Destroy the lethal drug Nuke, 
face a stream ol deadly Nuke gangs, 
and then - if you survive - 
face the terror 
that is * 

ROBOCOP 2! 



NARC The arcaj 
the cnmrnal un 



ac»n thnller with lie BIG limsh Inldtfate 
world - your mission is lo se# oul and 



destroy the^ing pin 
, of me MR BIG CORPORATION ■ 
il you get thai 
tar 

You II have to outwit his enormous army ot body guards... 
gangs ol cnarisma-bypass patients m trench coats, the bullet 
bray with 

me build ol a rhinoceros and the breath ot a dung beetle. 
oacKs ol vtcious canine yapptes (he psychotic 
down with an evil sense ol humour • 
you II die. buUiol laughing 1 
Then mere s 

(he gas guzzling catfiilac jock a cool specimen elbow 
hanging on the door rail a serious looking piece in his 
hand and read^o blow you away as he rolls 
down mam street leaving you 
coughing 
• lead 




THE 
ONE 



JAN 

1991 




MO'tfE 
THAN A GAME - 
. ROBQCOP 2 
IS THE 
PRIME • 
DIRECTIVE. 




4 


■ 

1 


CONTENTS 



THE ONE 



£2.50 




W 



Ut AC (HI Willi* 



Editor 
Gary Penn 
Group Art Editor 
Gaieth jooes 
Assistant Editor 
Laurenc* Scoflord 
Advertisement 
Rtanagtr 
Marx Scnven 
Deputy 
Advertisement 
Manager 
Kathryn Boucher 



lan Kn«« 
Production 



Pawl Presley 
Comnbutor* 
Kat> Hanua. Gordon 
Houghton Gary 
L«ad0n . 8nan C 
ttesoffl. Paul 
Presley Gary WMta 



tan Watson 
Pubuaher 
Terence P-an 
Marketing Manager 
Dean Banett 
Marketing 
Eiecutive 
Swan Ewng 

With Special 
Thanka To... G»enys 
PoweH 

Typesetting 4 

Artwork Dy 

Digital Typesetting. 
20 Bovrtlng Green 
Lane, London 
EC1R OBD 

Colour Origination 

by ProPrint 7SO-758 
Barking Road. 
London E13 

Printed by Southern 
Print at Uplon 
Factory, Upton. 
Poole m Dorzet 

Diatributad by BBC 

Frontline Lid 

(C) The One 1990 

ABC Jan-Jun 1990 

44.065 



4 UP FRONT 

Where's Demos? Whal happened to the 
Neo Geo feature? Why and what indeed. 
The Demos section is in for repair, as it 
were, and will return shortly in a new, 
tmproved form. The Neo Geo feature got 
squeezed out this month but will appear in 
the next issue along with a look al all the 
other console al ler natives on offer. So lake 
heart' All is not losl ! See you next month. . . 




4: 




4 



REGULARS 



6 LETTERS 

All your thoughts on paper, uncensored, 
uncut and unveiled - apart from the bits 
we censored, cut-out and covered-up. 

8 DISK 

Here's how Amiga owners can get to grips 
with their exclusive new level o' Rick 
Dangerous II. and how Atan ST 
aficionados can do the same with their 
exclusive Midwinter II preview. 

12 NEWS 

Atan UK is cagey about its new console, 
Electronic Arts has two flight n' fight 
simulations in the pipeline, and the latest 
UK, London and foreign charts are 
unveiled . Plus a look at what System 3 has 
to offer for 1991, and Delphine's new 
Cinematique adventure Cruise For A 
Corpse 

33 WORK IN 
PROGRESS 

US Gold throws down the Gauntlet tor a 
Ihird time (page 37) and Rainbow Arts 
Turrlcan attacks lor a second (page 40). 
while the rest of us become Mega lo 
Maniacs with Sensible Software (page 
33). 

46 REVIEWS 

Psynosis Lemmings heads an all-star 
cast including Broderbund's Prince Of 
Persia, Three Sixty s Blue Max, and 
Domarfc s MIG 29 

TIPS 55 

Stuck in a rut? Then here's help at hand for 
some of the latest releases... 

77 Captive (Mindscape) 
62 Midwinter (Rainbird) 
62 Monty Python's Flying Circus 
(Virgin Games) 
69 Paradrold 90 (Hewson) 
61 Rick Dangerous II (MicroStyle) 

55 Slmulcra (MicroStyle) 

56 Time Machine (Activision) 

112 THE ONE ON ONE 

David Braben talks to us about his lite, his 
loves, his loathes, his laughs and Elite II 



TELEPHONE 




NUMBERS 


ADDRESSES 


Editorial & Advertising 


Editorial 4 Advertising 


(071) Ml 6222 


Priory Court. 30-32 


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Famngdon Lane. 


(071) 490 1095 


london EC1R 3AU 


Subscription Orders 


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IE 99 OAA 


Answerphorte Orders 


Back Issues 


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Back Issues. Trie One. 


Beck Issue Queries 


PO Bo* 500 letcestei 


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LE99 OAA 


Newslrade Queries 




(0733) 556161 






FEATURES 



105 BOLLOCKS! 

Viz: disgusting, disgraceful or downright 
funny? Virgin's soon -to-be- released com- 
pu tensed version calls for a look at trie 
comic's success story 

116 READY STEADY 

GO! 

Almost everything you need to know about 
Readysofl's latest interactive cartoon - 
Dragon's Lair II: Time Warp. 

121 AGAINST THE 
LAW 

The One. fearless and free, tussles with 
thai bastion of law and order. Judge 
Dredd, and talks lo his creator for good 
measure. 

126 VIRTUAL REALITY 




YOU MAY be 
used to reading 
reams of 
opinionated waffle 

elsewhere, bul 
here we prefer to 
let the games 
speak for 
themselves. 
Relevant scenes 
are shown, with 

Informative 
captions used lo 
help convey the 
'feel' of the game. 
Provided with 
each review are 

opinions 
highlighting any 
good and bad 

points, plus 
prices, release 
dates and ratings 
where possible. 
Basically there's 
something for 
everyone - at 
best a highly 
detailed review 
and at worst a 
highly detailed 
preview. There's 
nothing clever, 
just 

straightforward 
facts and ratings. 
Updates follow 
where 
appropriate. 




86 ALPHA 
WAVES 

Infogrames 

96 BLUE MAX 

Mindscape 

73 HARD 
DRIVIN' II: 
DRIVE 
HARDER 

Domark 




46 LEMM- 
INGS 

Psygnosis 

101 LINKS 

Access 




GRAPHICS 
Not necessarily 
how colourful or 
well drawn they 
are, but how well 
they are used. 

SOUND 
Again, not a 
reflection of 
quantity or Indeed 
quality of sound, 
but how well ft's 
used 

PLAYABILITY 
How does the 
game feel? Is It 
addictive or just 
plain uninteresting. 

VALUE 
Essentially a 
reflection of lasting 
Interest - how 
much game you 
get for your 
money. 

OVERALL 
A useful point of 
reference - ■ 
summary of the 
preceding ratings. 



81 MiG 29 
FULCRUM 

Domark 




89 PRINCE 
OF PERSIA 

Broderbund 

58 STUN 
RUNNER 

Domark 



ADVERTISERS INDEX 

WHO'S advertising whal and where 



Aclivision 26 

Arc 15.21.36 

Audiogenic 104.125 

ATI 39 

Best Byte 64 

MelOoucher 87 

Core Design 52.97 

Crazy Joe s 70 

Cum-Com Software 78 

Dalel 114,115 

Digital Integration 19 

Disney 23 

Domark 24.25 

ElOCIroncArts 9 

EMe 13 



Empire 


29.57 


Gremlin 


94.113 


Guiding Light 


87 


Hams Technology 


39 


Hardwaie Distribution 


87 


Image Works 


33,103 


Instamec 


78 


Interlace 


63 


Knsalis 


119 


Legend Software 


54 


Modusa 


70 


Mega Mm 


70 


MicroProse 65,6) 


i 67,68, 98,99,110.111 


MicroStyle 


83.84.85 


Millennium 


88 


MPH 


71 


Ocean 


2,3.59.60. 76.131 



PC Leisure 


100 


Premier Mailorder 


53 


Proton 


78 


PSS 


17.91 


Qualsoft 


*1 


Hainbifd 


43 


Spectrum HotoByte 


10.11 


Slate Ot The Art 


80 


Storm 


11)9 


Titus 


35.51 


Touch Software 


7B 


Turbosott 


79 


UbiSoft 


7.74.75 


US Gold 


44.45.92.93.132 


Virgin 


30.31 


Worldwide 


72 




HEY YOU! 

WRITE TO THE 
EDITOR with your 
views and queries 
and you could win 
El 00 ot software 
and an exclusive 
The One T-Shirt. 

It there's 
something that's 
bugging you, 
about The One, 
software or life in 
general, or there's 
anything you want 
to know, whether 
it's about a 
release, tips or a 
technical problem, 
or even if you jusl 
want to reminisce, 
then don't 
hesitate to drop 
us a line. If you 
don't want your 
letter printed, 
please state very 
clearly NOT FOR 
PUBLICATION. 

Each month Gary 
Penn picks out 
the most 
entertaining, 
thought-provoking 
or opinionated 
letter. We reoeive 
hundreds of 
letters a month 
and read every 
one, but 
unfortunately 
there's not space 
to print them all. 
This page 
represents a 
cho.ce selection 
of the latest. 

SEND ALL YOUR 
views and queries 
to... 



JUST FOR THE « 



Gary Penn 



One 

Priory Court 
30-32 Farrino^don 

LONDON 
EC1R3AU 

OR FAX YOUR 
views and queries 
on... 

(071)490 1095 

AND DON'T 
FORGET to 
include your full 
address, T-Shirl 
size and machine 
format! 



WAR RECORD 

Dear The One , , . 

I have just read the 'Tanks For The Memory feature in the 
November issue of The One. While all very interesting, there 
were some points which seemed slightly incorrect. 

One sentence said. I quote: "Strategy generally played a 
relatively small rote: the side with the best armament was most 
likely to be victorious." 

This was untrue in most cases. Germany invaded France and 
Poland with their new Blitzkrieg tactics - bombarding enemy 
installations before sending in the armour followed by infantry 
Grenadiers. The shocked enemy were cut into isolated pockets 
of resistance which were easily overcome. Although the 
Panzers were indeed great tanks their success depended also 
upon strict discipline, co-ordination and the use of other modern 
equipment such as the Stukka divebomber. 

Tactics played a large part in tank warfare during WW2 and 
when they were sent needlessly into combat they suffered 
heavy losses. When Germany invaded Russia in 1941 the 
Panzer Divisions did well at first. But during the battles for 
Moscow and Stalingrad it became apparent that armour was 
less effective during the street fighting. Indeed, anti-tank crews 
could safely destroy tank after tank unless they fled from the 
enemy infantry. Even in those days Infantry men armed with 
anti-tank weapons (Piat and Panzerfaust etc) , flamethrowers or 

even grenades could overcome most tanks it they were skillful 

and patient enough. 

Nor did the side with most tanks win every battle. The 
Russians deployed their armour too widespread to be very 
effective while Germany concentrated her armour so it could 
spearhead (or protect) the infantry. Indeed, it was the harsh 
winter weather instead of any serious tactical flaw which 
decimated the German army. Fuel froze leaving tanks immobile, 
raidsdestroyed Nazi supply lines and thousands of men froze to 
death in the terrible climate. 

Although heavy armaments often lead to improved range and 
accuracy, it could have disadvantages, anotable example being 
the JPZ-VIP Ferdinand. Superior vehicles included the King 
Tiger. JS-II andT34, all of which saw wide combat service. Thus, 
although armaments were needed in tank warfare, speed, 
numbers of vehicles, armour and the personal crew's skill also 
had to be considered. Large guns would lake longer to reload 
and fired heavier ammunition, therefore less shells would be 
carried. Anyway, apart from these minor gripes the column 
was very well written and interesting. Is there any chance ot 
another such features appearing in a future issue of The One 
How about one concerning Naval Warships or Attack Aircraft? 

importance ot strategic warfare, and we do realise that it forms 
the backbone to every military sthke. For your keen insight you 
win this month 's Star Latter prize of II 00 worth ot software. As 
tor the possibility of other features in this mould - yes, thereare 
more planned, maybe even on a monthly basis. 

THE TROUBLE 
WITH FAERYS 

Dear The One 

I am writing as regards to a program I 
obtained from my local computer centre, 
called The Faery Tale Adventure from 
Microlllusions in 1987. Try as I might no 
sooner do I leave the security of home 
whenlmatlacked by justabout everything 
going (dead or alive). Please help by telling 
me if there is a cheat or some way I can 
explore the mile long screen in peace or 
maybe with a minimum amount of bother. 
P Barnes, Brighton, East Sussex 
The Faery Tale Adventure was just a little 
before The One's time. However, there 
must be someone out there who could 
provide Mr B with some help. Send your 
tips to us at the usual address. 



CRITICISMS 

Dear The One 

It seems that, at last, software houses are 
no longer concentrating on coin-op 
conversions. I think that developers have 
given up trying to crush down megabytes 
of coin op data into a humble 51 2K. It has 
become impossible to compress the data 
and still leave a playable game. It all 
started with OutRun - a decent conver- 
sion of the coin-op was impossible. 
Afterburner, Thunderblade. Operation 
Wolf and R-Type are other excellent 
examples, proving that a great name 
seldom means a great game. 

Let us hope that original games like Kick 
Off 2 and Rick Dangerous 2 are here to 
stay. 

Just a few quick questions... 

1) Did Geoff Crammond base his Stunt 
Car Racer tips (Issue 25) on those I had 
printed in another magazine in the Spring? 
They are very similar. 

2) I know it s old, but has anyone every 
completed Stage Three of Crazy Cars II? 
Even driving flat out tor the whole course I 
find it impossible. 

3) Which is the best golf game on the 
ST? PGA Tour Golf or Elite's Tourna- 
ment Golf? 

SP Healey, Bexley, Kent 

Answering your questions first... 

1) Considering Geoff is Stunt Car 
Racer's author it's fair to assume that he 
came up with the tips by himself. It just 
goes to show that great minds must think 
alike! 

2) Unfortunately, no-one here has 
claimed the honour of completing three 
levels. How about anyone else? 

3) Elite's Tournament Golf would prove 
to be the better of the two simply because 
PGA Tour Golf is. sadly, not going to be 
converted to the ST. 

As to your other comments - we 'd be 
lying it we said we disagree, although it's 
not fair to say that all coin-op conversions 
are terrible (just look at Rainbow Islands 
or Operation Thunderbolt) Original 
ideas will always stand apart from the rest, 
no matter how good or bad they are. 



FORMULA 



I go to boarding 
school and I never 
gel to play on a 
computer When I 
go home my Dad 
always whips me at 
everything we play 
We have SimClty 
which I would really 
like to finish My 
Dad never gets 
anywhere. Can you 
help me show my 
Dad how it's done 
lor once? 
Sam Bolton. 
Dalston. Carlisle 
The only advice we 
can grve, Sam, is 
check out Issue 17 
(February 1990) tor 
some tips... 



FINANCIAL 
SOLUTIONS 

Dear The One 

I have just bought your November issue 
which, by the way, I shall be buying again. 
When I read the letters page I noticed two 
letters about raising money for games. I 
only get £2.00 a week pocket money but I 
still manage to buy a game (mail order) 
every three weeks. I have a paper round 
which pays £5.00 a week. It s worth going 
down the newsagents to see if they have 
any spare jobs if you are having trouble 
buying games. 
Michael Hall, Bury, Lanes 
PS: Can you recommend any good Space 
Invaders games please? 
Good for you, Michael - it's great to see 
someone setting an example like this. 
Regarding your Space Invaders query... 
Conversions are hard to come by these 
days but many PD libraries contain 
versions of Invaders and many other 
classic arcade games. 



Dear The One 

Being a Formula One! an and a devoted ST 
owner I am disgusted toleam that there are 
no good realistic Formula One games in 
the present market. I bought Ferrari 
Formula One under the impression that it 
would be at least as good as, if not better 
than the Amiga version. But I was 
mistaken. The game lacks a sense of 
speed and realism. Perhaps it is not fair to 
Just blame this attempt, as all good 
simulations are alike in their failures. 

A good realistic game should have a 
sense of speed comparable to driving an 
actual Formula One car and not a Skoda, a 
selection of different cars and drivers, an 
emphasis on pit work and maintenance 
(unlike Continental Circus), the econo- 
mic factors involved with running a formula 
one team, a full 26-car grid (rather than 
Ferrari Formula One's eight and GP 
Circuit's 10). qualifying rounds and 
realistic damage not only to your own 
vehicle but your opponent's (as not shown 
in Turbo Cup). 

Some of the graphics m Lombard RAC 
Rally are commendable, but even this 
does not meet up to the high potential of 
software companies and of programmer 
alike. I would be grateful if you could tell me 
if there are any plans for realistic formula 
one game to be produced in the near 
future. 

A Distressed Formula One Fan 

Three new Formula One simulations are 
available even as we speak... Impulze's 
Vector Championship Run (see this 
month's News), and Simulmondo's For- 
mula One3DandF1 Manager (seeNews 
in Issue 27) should all be out now. To come 
there's Geoff Crammond s as-yet untitled 
racer, which, considering how Stunt Car 
Racer turned out. should certainly be 
worth the wait. 

I REMEMRER 
THE DAYS . . . 

Dear The One, 

I have a complaint, not to you but to any 
programmers who think' that to sell a 
computer game on 16-bit there has to be 
brilliant music and graphics. 

My brother is a ZX81 owner and ou- 
favourite game was 3D Monster Maze 
This would be brilliant on the Amiga - just 
add a little atmospheric sound and some 
colour. No fancy graphics or sound and 
only one programmer would be needed 
This could then be sold at a reasonable 
price and with more payability than any 
shoot 'em up. 

We owned an Atari 130XE until buying 
games became a little difficult. My brother 
persuaded me to buy an Amiga. I am very 
disappointed so far, having only found one 
good game - Laser Squad. The ongma 
writer Julian Gollop also wrote Chaos 
Rebelstar Raiders and Rebelstar II only 
on the Spectrum and other 8-bit com- 
puters. I have gone as far as to buy a 48K 
Spectrum and I use it more than the Amiga 
1 am now appealing to programmers to 
write more addictive games for the 16-bn 
computers rather than shoot 'em ups that 

a M irsup«i.wood,K«„ 




THE 
ONE 



Serve 

Take advantage ol 
ProTennis Tour 2 



UBI SOFT UK 
SADDLERS HOUSE 
100 READING ROAD 
YATELEY CAMBERLEY 
SURREY GU17 7RX 
IB. 0252 860 299 




Features: 

I CREATE your own MALE or FEMALE pl»y«t 
I Piny SINGLES or DOUBLES 
MORE tournaments (DavIs Cud.,,) 
ANY stroke Is possible 
IMPROVED graphics and musical ambiance 



tfmsORr ' 






8 




o 

.1 — i 




1 THE ONE JANUARY 1991 









DOUBLE THE FUN! 

THIS MONTH'S cover disk is a little bit 

special. Instead of two versions of the same thing for Amiga and Atari ST on the disk we 
thought we'd give Amiga and Atari ST owners something different While everyone in 
Atariland can sit back and be wowed by a preview of Flames Of Freedom - Maelstrom's 
sequel to Midwinter - Amiga owners can experience the thrills and spills of Rick Dangerous 
Two And A Bit. 

FLAMES OF FREEDOM 



LOADK 

AMIGA 

Loading Rich Dangerous Two And A Bit 
couldn't be easier Simply insert the-disk 

into the internal dnve and turn on the 
power. The program will now load and run 
automatically. 

LOADK 

ATARI ST 

Loading the Midwinter II preview couldn't be 
easier. Simply "isert the disk into the 
internal drive and turn on the power. The 
program will now load and run automatically. 

LOADHG PROBLEMS 

Should you find that your playable preview 

won't load, remove any extraneous 
peripherals, such as printers, and try again 
If the dish still refuses to load it's probably 
faulty. 



FAULTY DISKS 

If you find that your playable preview disk 
refuses to load, simply pop it into a jiffy bag 
or padded envelope and send it, along with 
your name and address to: THE ONE RICK 
DANGEROUS II or MIDWINTER II 
REPLACEMENTS, Stanley Precision Data 
Systems Ltd, Unit F. Cavendish, Swallow Rd. 

Weldon North Estate, Corby. Northants 
NN17 1JX. Please allow 28 days tor a new 
disk to arrive at your door. 




ATARI ST 

If you read the Work In Progress in Issue 27, you should know that 
Flames Of Freedom is hot property In more ways than one. Just 
to prove the point here's a special preview of the sort of things 
you can expect in the finished product. 

The preview opens with the title screens before revealing 
some of the 3D vehicles featured - in this case a bi plane, a 
hovercraft, a helicopter, and a balloon (there are 22 modes of 
transport in the Real Thing). This is accompanied by one of 
Maelstrom's original, atmospheric musical scores. 

Thereafter you will witness a list of some of the features you 
can expect to see in the finished product, followed by a view of 
the corridor, which acts like a main menu. 

Your boss will then bnef you on one of the six possible mission 
objectives before you are taken to the selected island. A 
selection of 3D screens represents your arrival on the island in 
question. Sadly, you aren't shown any of the other sequences, 
such as that underwater. 

On the island you manage to bribe Jean Margottl - one of the 
2000 characters found in Flames Of Freedom - to helpyou. He 
offers to take you blindfold to meet Bernard MacDonald. 
Unfortunately, on the way you are captured by the Saharan 
Empire's secret police. You try attacking the guard but are 
beaten. 




PORTRAITURE 

Now you have the opportunity to play with the portrait designer 
used by Maelstrom to design the appearance of the characters 
in Flames Of Freedom. If you wish to do this, move the mouse to 
prevent the preview from beginning again. 

The features you can change are the following: face shape, 
nose, mouth, eyes, hair, beard, moustache, and glasses. Next to 
each feature are four grey icons. These operate as follows... 
+ Scroll Forwards Through Features 
- Scroll Backwards Through Features 
UP ARROW Move Feature Up 
DOWN ARROW Move Feature Down 

Beard, Moustache, and Glasses all have a fifth icon to turn that 
particular feature off and on. 




RICK DANGEROUS TWO AND A BIT 



For Amiga owners we have 10 brand new screens for Rick II, 
which have never been seen before. You won't find then In the 
original release and you can't buy them in the shops. What's 
more, you don't need the original Rick II to play them. 
The joystick is used to control Rick thus.., 

WITHOUT FKBUTTON DEPRESSED 

UP Climb Up Or Jump 
DOWN Climb Down Or Duck 
LEFT Walk Left 
RIGHT Walk Right 

WITH FKBUTTON DEPRESSED 

UP Fire Gun 
DOWN Drop Detonator 
LEFT Punch Left 
RIGHT Punch Right 

The aim is to guide Rick through each screen while 
avoiding the adversaries and traps. By punching the bad 
guys you can momentarily stun them, whereas the ray-gun 
zaps them permanently. Electronic detonators are best 
used to remove awkward objects, Good tuck! 





WH EN YOU'RE THE BEST , 
EVERYBODY WANTS TO 
STICK ONE ON YOU. 



EZZZZZZZZZZZ2 

C+VG 






-1 





IE I. ■ C 7 R # N I C ARTS 



FROM THE MAKERS OF POPULOUS 

BULLMOG 



ACE.. .ACE RATED 973. CU AMIGA.. .SUPER STAR 95%. 

C&VG...C&VG HIT 95%, THE ONE...95%. ZERO HERO 93%. 
GENERATION4...97%. TILT...95% 



Electronic Arts 1 1/49 Station Road Langley. Berks SL3 8YN Tel: (0753) 49442 Fax: (0753) 46672 




THE 

□NE 



JAN 

1991 






TM 



Flight Of The Intruder lakes you into the deadliest air combat environment the world has ever known 
- the skies above North Vietnam. 

In I972, the USAF launched Operation Linebacker. US forces and their South Vietnamese allies are 
locked in a life and death struggle with the fanatical North Vietnamese Army. You must stem the lide 
of the North Vietnamese offensive by cutting its vital lifeline to its front line troops. 

From the US Carriers in the Gulf of Tonkin on "Yankee Station", you must attack a variety of 
installations defended by surface to air missiles and the MiG fighters of the skillful and determined 
North Vietnamese Air Force. 

Only team work will get you back alive.The "IRON HAND" flights must destroy or suppress the 
surface to air missiles whilst Combat Air Patrol aircraft circle high above the strike force looking out 
for enemy airctaft^^iallv, the strike aircraft must find and attack the target bra\ ing a hail of small 
arms andj«i|yMj^^^yil£r? fire at low level. Individual survival is nol the onl> measure of su< • ess. 
il isiiicmciHMt ^^Hv>n as a whole that < ounts - there is no plat e for seekers of individual glon 





i(.!7 and the more advani ed supersonic MiG 21, capablaM 



rid ofoperation.il flvinq and mission pi 







11 



x;>:^Pl 



THE 
ONE 



Choose between Iwo of the best aircraft Ihot ever llew.The F- 
Phonlom is losl, powerlul and equipped with highly advanced 
avionics. It is so flexible thai it con perlorm any type ol mission. 
The A 6 Intruder has the Itrst all weather computer operated 
weapons guidance system (DIANE) and an outstanding weapons 
load, both have stood the test ot time and ore still in service. 

•-!-• Up to 8 Iriendly and 4 enemy alraalt on screen simultaneously. 

"i- 2 different olrcrall accurately simulated. 3 different roles: MIGCAR 
IRON HAND, or STRIKE. 

@ Realistic mission environment with enemy artificial Intelligence. 

Switch between Iriendly aircraft in fllghl. 
-I" Carrier take off and landing with "MEATBALL - landing oid. 
i*' In-llight radio messages with radio message queueing system, 
j" View from all aspects and 14 in cockpit views 

Large numbers ol mobile targets including trucks, troins ond 




Realistic terrain token Irom contemporary operations mops 
including Hanoi. Haiphong ond Than Hoa. 

Inslanl Uuickstort" option. 



JAN 

1991 



TO5^VW*^HW^k'k StitEET LONDON SEl u^^r^Wfe NE-M. 



9281454 FAX 01 583 3494 
'. l9*K)Mirr»t-<)lll.iiiiiir(l 



TOP TEN 

United Kingdom 

[Cl AMIGAfl^H 

1 1 *i K * 



LOTUS TURBO ESPRIT 
CHALLENGE 

Gremlin Graphics 



TREASURE ISLAND 
DIZZY 

Codemasters 



ADVANCED FRUIT 
MACHINE 

Codemasiers 



ITALIA 1990 

Codemasiers 



POWER PACK 

Beau Jolly 



KICK OFF 2 

Anco 



B 



10 



M1 TANK PLATOON 

MicroProse 



TARGHAN 

Action 16 



CAPTIVE 

Mind scape 



Compiled by Gallup. 



INCENTIVE BUILDS 
ON ITS SUCCESS 

INCENTIVE'S Freescape 2 system, used to create the 3D seen 
in its adventure Castle Master, is to be made publicly available 
in the form of 3D Construction Kit This utility allows 
sophisticated 3D modelling for entertainment or serious use. 
Using an unlimited range of 3D polygons you can create entire 
miniature worlds and then lake a tour through them. The 3D 
Construction Kit will be available on the Amiga, Atari ST and PC 
from April 1991 atpncesto be announced. Further details can 
be found m the next Issue. 




3D CONSTRUCTION KIT can be uwd to Cfeale 
n this c« on Ihe Amiga and you don'l need 

UH It. 



complea 3D obj 
malhemalics 



eels «uch 



TOP TEN 

London 
AMIGA 


TOP TEN 

Gcmany 
AMIGA 


1 


PO WE R MONGE R 

Election* Arts 


t 


INDIANAPOLIS 600 

Electronic Arts 


2 


PRINCE Of PERSIA 

• >r -1. "!']■ i' 




OPERATION 
STEALTH 

Delphine 


3 


ROBOCOP 2 

Ocean 


■ 


INVEST 


4 


INDIANAPOLIS 500 

Electronic Arts 




DAMOCLES 

NovaQe" 


S 


TEENAGE MUTANT 
HERO TURTLES 

Imngt- Wons 


s 


KLAX 

Domai 


6 


CARTHAGE 

PiygnoaH 


6 


LEGEND OF 
F4ERGHAIL 

ReL«e 


7 


LOTUS ESPRIT 

TURBO 

CHALLENGE 

Gremlin GrnpNcs 


7 


SM CITY 
Mm* 


a 


TRAN5 WORLD 


e 


Ml TANK 
PLATOON 

KacfoP-ose 




KICK Of F II 
(WORLD CUP 
EDITION) 

Anco 


9 


STAR CONTROL 

Accolade 


II 


KING'S QUEST 
TRIPLE PACK 

MM 




LOST PATROL 

Ocean 


Courtesy oi A»iue"e' 
Sonwaro Ma»w. 
Germany 


Gnus) (n 5c*i*ii Cm* IX 

TtPu;1 t,V CMrH SI L >mi 




30 CONSTRUCTION KIT looks |uei as good on the Atari ST aa it doaa on 
tha Amiga, aa thta neat sideboa'd and compute' demonalrnte. 

THE END IS NIGH! 



BUILDINGS can ba properly defined -nth real interiors, ao that you can 
explore them outelde and In. 




INSECT INVASION 



PSYGNOSIS has bringing about the destruction of the Earth. )usl 
so you can get out there and save it ArmourGeddon is a 3D 
shooting extravaganza featuring a multiplicity of craft and 
weapons in the ultimate scenario - the end of the world. And (no 
surprises here) it s up to you to save it The enemy outnumber you 
but with the help of your R&D people you are kept supplied with 
the latest weaponry and craft Armour Geddon is released in 
January on the Amiga and Atari ST for £24.99. A PC version is 
unlikely. 





i 



THE ARCH LEADER ol the Motherhood awoopt lo the reecue with her 
leaer-oowered eye* to aave the world a bouncing babies. Hoorah! 

SENSIBLE SOFTWARE'S 8-brt hit Insects In Space is to swarm 
onto the Amiga and Atari ST m January trom Hewson. In this 
Defender style shoot 'em up the Earth has been invaded by 
deadly alien insects that have wiped out everybody but the 
world's babies. As arch leader ot the Motherhood you have to 
prevent the insidious insects trom wiping out humanity once and 
for all. Insects In Space has been programmed by Dave Centrall. 
with graphics by Mark Jones (ot Stormlord lame) and music by 
the Maniacs Of Noise. It's all yours for £24.99. 




JANUARY 1991 



TOP TEN 

United Kingdom 

ATARI ST 



F-19 STEALTH FIGHTER 

MicroProse 



LOTUS TURBO ESPRIT 
CHALLENGE 

Gremlin Graphics 



KICK OFF 2 

Anco 



FRENCH FUN FOR 1991 

TOP FRENCH software publisher UbiSofl has an impressive 
line up of releases for the first half of next year. The five 
products to appear In the first few months range from 
frantic arcade action to involved strategy. 



TREASURE ISLAND 
DIZZY 

Code Masters 



ADVANCED FRUIT 
MACHINE 

Code Masters 



SUPREMACY 

Virgin 



POWER PACK 

Beau Jolly 



B 




GRAY IMPORT 



STAfl HUSH IB enoot em up action •HI" huge 

•prn«. Following a horrendoueiy difficult level of 
etunnlng patella* scrolling your globular ahlp 
fiMt an overgrown heedlouee. Ha out oo the 
Amiga. Atari ST and PC eoon. 



FROM BLUE BYTE the producers •JJjJ""* 
Tour, oomes Bame MB, a tuturtatw etrategy 
wergam. play* on a iredHfcnat ,! *V 
hetagonal grid. Amiga. Alan ST and PC strategy 
fanatics car. gat their Itt re* soon now. 



THE LATEST creation ol US Developer Gray 
Matter, creator of the hilarious Fiendish 
Freddie s Big Top 0' Fun, is the more serious 
The Ultimate Ride. It's a motorbike simulation 
where you get to ride one of the world's six 
top racing bikes on one of six top racing 
tracks. The Ultimate Ride features an 
impressive tilting horizon as you take the 
bike into tight bends. H you fancy a ride you 
can get one from Mindscape on Amiga and 
Atari ST for £24.99. 



HOLLYWOOD 
COLLECTION 

Ocean 



YOGI'S GREAT ESCAPE 

HiTec Software 



10 



WHEELS OF FIRE 

Domark 



Compiled by Gallup. 





OO: 37 



TOP TEN 

ATARI ST 



ROBOCOP 3 



SUPREMACY 

Virgin Games 



CADAVER 

Mirtorsoll 



GOLDEN AXE 

^iM"- Game* 



•j CORPORATION 

Com De*on 



SCt: CHASE HQ II 

QeMn 



TOP TEN 

ATARI ST 



SHADOW OF THE 
BEAST 

Pwgnoaji 



TEENAGE MUTANT 
HERO TURTLES 

mage Works 



LOTUS TURBO 

ESPRIT 

CHALLENGE 

Gremlin <>apr»ci 



10 



CAPTIVE 

Mirn&cape 



TEAM YANKEE 

fimpiio 



Crjrnpted by Sottwar e 
Ocus Lid. The Plaza. 
120 Oxlord St 
London W1N 90P 
Tel: (071)346 2811 



GOLD OF THE 
AZTECS 

US GoM 



NIGHTBREED. THE 
ACTION GAME 

OOMn 



SLY SPY: SECRET 
AGENT 

Ocean 



SHADOW 

warriors 

Qdmri 



LEGEND OF 
FAERGHAIL 

OamDO* Arts 



SMOWSTRIKE 

Epy* 



OPERATION 
STEALTH 

Deiphine 



LE MONDE DES 
MERVEILLES 



MIDNIGHT 
RESISTANCE 

Ocean 



THE HON may think nea king ol the baaala. but 
Joe The Monkey haa other Idaaa about trial. 
Amiga, Alarl ST and PC owner a can enjoy hl» 
anlica In January. Here hes monkeying eround 
wlth an ok) Joanna. But why la there a baby 
grand piano in tne lung*? 

ELITE MADE MIGHTY 

TECMO IS HARDLY the most well- 
known name for delivering arcade 
classics - and yet it's been respon- 
sible for one of the best 

That's BombJack. a cracking Utile platform 
romp m which the eponymous character 
collects and defuses groups ot bombs while 
avoiding bizarre aggressors Now the mighty 
BombJack's back in. appropriately enough, 
Mighty Bombjack, courtesy ol Elite. 

This new incarnation features 1 7 levels and 
over 250 different screens. Once again the 
action's fast and frantic as you fly BJ around the 
platform-crammed screens to defuse all the 
bombs. Mighty BombJack will be making a big 
bang at the end of January on the Amiga £2*99 
and on the Atan ST fry £19 99. 

IS IT A BIRD? la n a plane? No, M a Mighty 
Bombiack... 



LIGHTOUEST !• an arcade adventure aet In a 
masatve dark world o* Oragona. Sea Serpents. 
Zombtea and Unicorns ►} Natures 
auperbly-anlmatad graphics baaed on traditional 
French comic an, and promleea to be a treat (or 
any Amiga, Atari ST or PC owner. 




CAN BOMBJACK collect those teat th 
D-iora all hla luck deaerle htm? 



,ree bomba 



RALLYING ROUND 

FOLLOWING its acquisition of the Team 
Suzuki and Lotus Esprit licences Gremlin 
has lust launched its licensed racer based 
on the Toyota Celica. This 3D rally driving 
simulation, called (appropriately enough) 
Toyota Celica GT Rally, boasts a detailed 
landscape and realistic handling of the car. 
Amiga and Atari ST owners will find it in the 
shops now for £24.99. 



Compiled by 
MtcroMarua. France 





HE POWER 
TO CHANGE 
MERICAN HISTORY 

CAN YOU LEAD THE OUT-NUMBERED REBELS 
TO VICTORY AND WIN THE GREATEST BATTLE IN 

THE AMERICAN CIVIL WAR? 




war game simulation 
from the American Civil 
War. The battle featured 
was a massive 
confrontation between 
70,000 troops under the 
charismatic General Lee 
and 90,000 Union 
soldiers under the dry 
and calculating General 
Meade. It was the 
pivoted battle of the 
American Civil War. 



GETTYSBURG 



Screen iho's from Afati ST format. 



^ Jim a i 




to*. : I. tl Jul, - 
■ H I • ' ' *l' >"l ' 



History tells us that Lee 
lost the battle, but with 
Gettysburg you can re- 
write history. Can you 
guide the rebels to 
victory and change the 
course of American 
history? Would you be 
able to defeat Lee and 
ensure a Union victory? 
The choice and the 
challenge are yours. 



Features: 

• Stunning BattleScapes 
graphics. 

• Original Soundtrack. 




jpatn thou on only intended la Or 
Msdxiimttr. ol iha torn* plo» and noi 
Mtt IOHO grapfwl wbith vary 

. ' it' > - d H 

(email In QvaWf and oppeotonit 
and on iub|*n lo "i« lompvfen 



REACH OUT FOR THE POWER 



Eighty page play guide. 

• Laminated Map. 
Free write on, rub off 
BattleScapes pen. 




REACH OUT FOR THE POWER OFARC 
ATARI ST'CBM AMIGA £29.99 




NEWS 



TOP TEN 

United Kingdom 

IBM PC AND 
COMPATIBLES 



THEONE 



JANUARY199' 



1 


THE HITCHHIKER'S 
GUIDE TO THE GALAXY 

Maslertronic 


2 


PGA TOUR GOLF 

Electronic Arts 


3 


ON SAFARI 

Digital Integrate 


4 


TEST DRIVE III 

Accolades 


5 


CURSE OF THE AZURE 
BONDS 

US Gold 


6 


BATMAN: THE MOVIE 

Ocean 


~ 7 


SILENT SERVICE II 

MicroProse 


8 


TRACKSUIT MANAGER 

HiTec Software 


9 


WOLFPACK 

Mirrorsoft 


10 


PLANETFALL 

Mastertronic 


Compiled by Gallup. 



IMPULZE PURCHASE 

BUDGET software publisher Zeppelin has relaunched its full 
price Cognito label as Impulze. The two new releases to appear 
withthenew logoare Vector Championship RunandEdd The 
Duck. Championship Run uses filled 3D polygons to recreate all 
the thrills and spills of Formula One racing. Six top tracks are 
featured, including Silverstone and Monaco. Edd The Duck on 
the other hand concerns the exploits of the star of BBC 
Children's Television. Can you help Edd find his way through all 
the departments at the BBC? Of course you can. Both Impulze 
releases are out now for the Amiga and Atari ST and priced at 
£24.99. 



TOP TEN 

London 
IBM PC AND 



TOP TEN 

USA 

IBM PC AND 



1 


W1NO 

COM MAN DEM 

Origin 


1 


WING 

COMMANDER 

0* •gm 


2 


KING'S QUEST V 

Sim 


? 


JACK NICKLAUS 
UNLIMITED GOLF 

Accolade 


3 


TEENAGE MUTANT 
HERO TURTLES 

imaga World 


3 


UNKS 

*OOMI 


4 


PGA TOUR GOLF 

Electron* Arts 


4 


SAVAGE EMPIRE 

Ongm 


5 


THEIR FINEST 
HOUR. THE 
BATTLE OF 
BRITAIN 

LucasMm 


5 


COUNTDOWN 

Access 


6 


DflAKKHEN 

In'ogrames 


6 


LINKS 

AoMH 


7 


WHERE IN TIME IS 

CARMEN 

SANDIEGO? 

Bradefbund 


7 


FLIGHT 
SIMULATOR IV 

SubLogic 


a 


MI TANK 
PLATOON 

MicroPro** 


8 


THACON H 

Wesson International 


9 


STRATEGO 

Accolade 


9 


MDIANAPOUS 500 

Electron* Arts 


10 


JONES H THE 
FAST LANE 

Sierra 


10 


SAVAGE EMPIRE 

Ong.n 


QMflM n. tf« On* Ik) 
It* FSu» m Ortnl » unto 

win*** i- nip Man 


Courtesy of Log* 
Magazine, Japan 




VECTOR CHAMPIONSHIP RUN; Screaming round Ihe band you catch 
sight of lha leader, but can you overtake dim In lima? 




FUN AND GAMES at the BBC with Children • Television'! Edd The Due*. 

SHOOT 'EM OP 

SORCERY 



THE BLOOO and out* aspect ol Ne«t© PoAce Group Three grvea hell 10 a 
gun emplecemenl 

DRUG'S BUST 

HOI ON THE HEELS ol Ocean's conversions ol the and drugs coin-op 
(Hare (bee Review tr Issue 27). Spanish software publisher Oinamic has 
ni*-d-^()Narco Police This or Riastirkillingspreeinlhe name ot a world 
Ire* 0* *e8*l narcotics lias you coordinating three teams ot SAS style 
'-o*j>**s lo penetrate Ihe dmg dealers' secret hideout and destroy their 
latiory Dmamic is promising that along with all the gore there is in tact 
some strategy involved too II you fancy blowing away some criminals 
and own an Amiga or Alan ST. you can sign up now lor £24 99 



GET SAVAGE 

ORIGIN'S Savage 
Emptre. the first in 
the Worlds Ot 
Ultima series, is 
out now on the PC 
for £34.99 from 
Mindscape. As 

Avatar you 
explore Eodon - 
a world full of big 
boned dinosaurs 
and large-chested 
native women. 
Savage Empire 
uses the latest 
version of the 
acclaimed Ultima 

Role Playing 
System, allowing 
the player total 
freedom within its 
environment 




SHOOT EM UPS take a magical turn in 
Infogrames' Mystical. As a sorcerer's appren- 
bee trying to make the grade you have to prove 
yourself by taking on a variety of clencs. witch 
hunters, and inquisitors . who are all out to put an 
end to your prestldtgitatlous practises. You can 
fight back by collecting and using different 
potions and spells, which do everything from the 
old hat (turning your opponents into frogslto the 
startling original (trapping them in small cages! 
This magical experience <s available to 
Amiga and Atan ST owners for £24.99. 




AN INQUISITOR hoists 
a well-aimed gourd 
whtcn smacks you In 
the gob but not 
before you root his 
■ellow priest to the 
spot. 





Somewhere in the desolate and freezing wastes of the 
North Atlantic, between Iceland and the Kola Peninsula, 
a Soviet battle fleet is lurking, ready to pounce on its prey. 

As NATO Task Force Commander you must deploy your 
fleet of submarines, ships and aircraft to locate, engage 
and defeat the Kremlin's finest. 



17 





i. MIHPOPSOFT LIMITED IPW1N HOU5 



Produced by LARRY BOND the Naval 

Analyst, HARPOON portrays the 
superpower's final corilronfcuftn. Now 
* it's up tojyou. W - 

With graphics that makaevnfy thing else 
look like finger painting Find an or serial of 

weaponry that comes u«k to youi 
armpits. HARPOON'S non-stop action. 

relentless lnteiistf&ant^hiHinci 
responsibility will leaveyougMiae^r 

It's more than a mere game - it's a 
current eventl 



« - 



DIM 



THE 
ONE 




JAN 
1991 



PHONE <lt 928 14b4 hAX. 01 583 3494 



NEWS 



WHAT'S 
TICKLING THE 
ONE TEAM 

KATl HAMZA 

Lemmings 

GORDON 
HOUGHTON 

Lemmings 
The Secret Of 
Monkey Island 

BRIAN NESBITT 

Lemmings 
Dragon's Lair II: 
Time Warp 

GARY PENN 

Heller Skelter 
Lemmings 
Kick Off 2 
Prince Of Persia 

LAURENCE 
SCOTFORD 

Atomix 
Lemmings 

GARY WHITTA 

Powermonger 
Prince 01 Persia 
Rick Dangerous II 

DIGITAL 
PATHS 

COMING SOON 

From Digital 
Magic Software, 
creator of the 3D 
shoot 'em up 
Shockwave (see 
Work In Progress 

in Issue 24), is 
Paths Of The little 
Dragon - a 

parallax-scrolling 

beat 'em up. 
POTLD is due to 
appear on the 
Amiga in February 
at a price yet to 
be announced. 
DMS is also 
beginning work on 

a run 'n' jump 
platform romp for 
the Amiga and 
Atari ST. 
Provisionally 
entitled Boing, it 
involves collecting 

objects to 
progress between 
two points on 
each screen. 




FAR OUT' EcO PIWIlQIM. 



ECO PHANTOMS; halr-ralsing actton. 



ALL COMING FROM THE 

ZOO TOMORROW 



FOUR NEW RELEASES are due to 
appear from Electronic Zoo between 
now and March. 

First up is Eco Phantoms, a space-age action 
adventu'e inspired by Victorian science fiction 
of the Jules Verne and H G Wells ilk. You play a 
space traveller returning home to Earth. On 
arrival you tind that the pianet has been 
attacked by an alien race which is draining it ot 
minerals Onty you can save the Earth. .. by going 
Into trenches, destroying the alien lactones, 
rescuing your fellow Earthlings and then taking 
on the Mothership in space. And all tor £24.99 
on Amiga and Atari ST. 
To lollow in February is The Enemy Within, a 



strategy-orientated wargame set inside a 
human body. The body is under attack from a 
virus, and your job is to use antibodies and drugs 
to attack it before it gets to the brain. Bizarre! 

Next to make an appearance will be 
Tracksutt Manager II It you emoyed the 
onginal Tracksuit Manager then you won't be 
disappointed with the many improvements in 
this version. 

Ftnally. there's Son Of Zeus, an arcade 
adventure based on the legendary 12 tasks ot 
Hercules Boasting impressive 3D views across 
Greece, special quests, over 50 monsters, 
atmospheric sampled sounds and Barbarian 
H-style combat sequences. Son of Zeus stndes 
out in March. 



BUDGET 
BONANZA 



CODE MASTERS has been boasting 
that it's had a very successful 1990and 
is looking to emerge from 1991 even 
rosier. 

Its first offerings tn the new year will be the 1 6-bit 
versions ot its Quatro compilations, each 
including four Code Masters releases 
{previously costing 

£6 99 a shot). The first two packs (retailing tor a 
mere £12 99) are Quatro Sports (which 
features BMX Simulator. Italia 1990 
Advanced Ski Simulator and Pro Tennis 
Simulator) and Quatro Arcade (which 
features Pro Power Boat Simulator SAS 
Combat Simulator Pub Trivia Simulator 
and Nitro Boost 

Fans ot the cult character Dizzy can look 
forward to arcade adventunng aplenty with 
Fantasy World Dizzy. Fast Food md Magic 
Land Dizzy 

Not so good news for pirates is that Code 
Masters is looking into the possibility ot 
cartridge-based software for the Amiga and 
Atan ST. Incidentally, Code Masters reckons 
that lull price 16-brt software will be hitting a 
hard time in 1 99 1 , and bears the argument out 
with the not entirely unrelated fact that the best 
selling game in W H Smiths dunng the past year 
was Code Masters' Italia "90 Whether or not 
software prices are about to take a permanent 
plunge only time will tell, but The One prediction 
is: it's doubtful! 



SPORT FOR ALL 



IF YOU THINK ifs about time you stopped 
sitting on your bumand got Fit then perhaps 
you should take up a sport Thanks to D&H 
Games you can now come to a less stressful 
compromise and play a sport with your 
computer - provided you like football. On 
offer to lazy leather kickers soon are a 
revamped Football Director II. Football 
Director III. Striker Manager, and an as yet 
untitled American Football simulation. But 
wait* D&H also has plans for a Grand Prix 
simulation and a series of War Games. How 
sporting! 

ARC ALL AT SEA 

TOP WARGAME designer and font of 
military knowledge, Peter Turcan, is 
currently putting the finishing touches 
to his latest for Arc. 

Dreadnought has a sea-fanng scenario and is 
based on the impressive ironclad warships of 
yesteryear Amiga, Atari ST and PC versions are 
all pneed at £29.99 

A slightly different strategy bent is apparent in 
Technopolis Written tor Arc by Maelstrom, 
Technopolts employ's the renowned develop- 
ment team's 3D system and Involves building 
and maintaining cities by coordinating the 
actions of four different droids. Pnced at £24.99 
on the Amiga and Atari ST, Technopolis should 
appear in the first quarter of 1991. 

But if all this strategy is too much to handle, 
you can always let rip wdh Blitz, a last, 
multi directional scrolling shoot 'em up. Blitz is 
released on the Amiga and Atari ST in the first 
quarter of 1991. and priced at £19 99 apiece. 



THE GOAL-DEN SHOT 

The Kick Off 2 Golden Goal Of The Month 
PRESENTED BY THE ONE AND ANCO 

A NEW YEAR and plenty of new goals to go with it. As the disks 
continue to flood through the gates, our panel ot professionally 
trained Kick Off 2 players have been buried under a pile of lobs, 
chips, solo runs, passing plays and free kicks. Two hundred quid 
is a lot of moolah to give away, so only the very best were chosen 
- and from those this incredible solo run from Steven Oakley of 
Maidstone was deemed the cream of the crop, proving that 
football isn't always a team effort. 



AS THE OPPOSITION 
looks set 10 make ■ 
strong attack. 
Steve-achl takes 
advantage ol a 
momentary I roe ball to 
■lad his solo run. 
7iq /nqqmg upheld he 
streaks past one 
defender turns and 
outpaces another, 
turn* again and finds 
himself at the edge ol 
(he bo. 

NOT STOPPING tor an 
Instant Sieve 
continues lo head 
towards the cor ner 
hag. side-stepping yet 
another defender In 
the process. As (he 

keeper starts to come 
out there's help 

provided In the centre 

of the box by a 

team-male... 

BUT NO' IGNORING 
everyone else. Sieve 
turns on the spot and 
sends the bail 'lying 
towards Ihe net with 
the venom of a 
panther. The keeper 
dive* towards It but 
|ust doesn't have Ihe 
pace to keep up wilh 
the ball aa II lands 
smoothly Into the 
beck ol Ihe net. What 




Do you have a goal that puts even that one to shame' If so, send it 
to Golden Goals, The One Magazine. Priory Court, 30-32 
Farnngdon Lane, London EC 1 R 3 AU and who knows - perhaps 
even you could be £200 richer. Remember, we only want the 
best, the very best - anything less just won't do. Please note 
that if you want your disk returned you must send a suitable SAE. 

IGNORE THESE RULES AT YOUR PERIL 

FAILURE TO COMPLY with any of these regulations merits 
instant disqualification. 

1) No more than THREE (3) goats per disk, and no more 
than one disk per entrant. 

2) All goals MUST be scored by the entrant and NOT by 
the computer (even in Position play you have to be the one 
that gets it in the net). We can tell, so don't waste our 
time. 

3) The disk LABEL must contain the following information: 
the entry's format (Amiga or ST), the entrant's name, 
address and (if applicable) telephone number. A description 
of the goals would also be handy, along with what type of 
pitch they were scored on. 




THE ONE 



BEAT I HtM AT 



THIS MONTH! The 
Grartgold boys and 
(heir conversions ol 
Ivan Ironman' 
Stewarf i Super 
OH Road Racet Here 
are the course limes 
to beat . 

Sidewinder 

43.56 Seconds 

Wlpeout 

51.18 Seconds 

Big Dukes 

4770 Seconds 

Hurricane Gulch 

5094 Seconds 

Huevos Grande 

46.20 Seconds 

Fandango 

47.70 Seconds 



63.78 Seconds 

Cliflhanger 

49.02 Seconds 

MORE POWER! 

GOOD NEWS for 
Bullfrog followers - 
Electronic Arts is to 
release a 
Powermonger data 
disk, featuring a 
completely new 
scenario which will 
effectively create a 

completely new 
game! More details 
next month... 

WHO GIVES A 
TOSS? 

ATARI GAMES does in 

its latest arcade 
release. Shuiu Believe 
■1 ot not, Shuuz is a 
one to tout player 

simulation of 
horseshoe throwing! 

Throwing c*d 
horseshoes at a stake 
m the ground is the 
way some Americans 
like to spend their 
evenings, especially 
when with a lew 
Budweiset to warm 
them up first. Now 
Ataii Games has come 

up with the perfect 
way to enjoy this good 
ol' American pastime 
from the comfort of 
your local arcade And 
one advantage a 
trackball has over a 
horseshoe is that you 
don't get rust stains on 
your hands ... No doubt 
conversions will be 
forthcoming from 
Oomarit. 



virgin's new ATARI'S BIG CAT 
STRATEGY 




VIRGIN GAMES has announced that it's 
to publish leading developer Graft- 
gold's first ever strategy venture, 
which promises to be the team's 
biggest project to date. 

Realms is the brainchild of Graftgold's big 
cheese Steve Turner, whose previous works 
include the innovative 8-bit releases Avalon 
and Quazatron 

"It's something Steve s wanted to do lor a 
long time," says Graftgold's Andrew Braybrook, 
who has a backseat involvement with the 
project "Steve produced a design five or six 
years ago, called Realms, but It was more ol a 
Roman legion type thing The poor oldSpectrum 
just wasn't up to it though.' 

"We've produced a 3D 
view built from textured 

polygons. By having 
different textures it looks 
like a satellite view." 

The RAM-fat 1 6 bit machines are up to it. 
although the decision to go ahead and produce 
Realms wasn't made until lour years after its 
conception. "We did a fractal demo a couple of 
years ago - it was basically a top-down view of 
an island." Andrew explains. "What we've done is 
taken that idea and produced a 3D view built 
from textured polygons. By having different 
textures of animated sea and trees it looks more 
like a satellite view of the land, rather than close 
up." 

Andrew continues: "The idea is that you're an 
exiled Viking warrior, who was stuck in a boat 
and ended up on a strange land. You start with a 
few supplies and some men and you have to go 
out and take over the land. Well, you play an 
empire as rt were, not just one bloke 

"There are different realms, each spirt into 
cities and towns You can deal with people or 
siege cities and so on. You have to Qwcidy 
establish capital as such, and get a tax flow 
system running But of course, there are other 
factions trying to take over the realms 

"You buikJarmtesoutofthedifferent races - 
Amazons. Elves. Dwarves - and equ*p them 
with what you want, like wooden shields, metal 
armour, spears, arrows and so on There are 
these big screens where you fit up the warriors 
- it's a bit like dressing a doll Problem is. when 
you take everyone out to fight, there's hardly 
anyone working in the city or whatever and 
there's obviously more ol a chance of being 
sieged. It's not only lighting that diminishes the 
population - there are plagues and religious 
factions and so on." 

Realms' look is being put together by Michael 
Field (who made his debut with Paradroid 90) 
and newcomer John Lilly The Amiga and Atari 
ST programming is being handled by Gary 
Foreman (ol Ironman fame) and Graftgold's 
resident sound man Jason Page David 
O'Connor is working on the PC incarnations 
along with Justin Cratgon, a recent addition to 
the crew. 

Realms is due to be completed in June 1 99 ) 
for a possible September release. Stay tuned for 
a more detailed Work In Progress report in a 
forthcoming issue. 



ATARI UK is developing an advanced 16-bitconsole, 
which may well be on sale in this country before the 
end of 1991. 

With the working title of Panther, the machine looks likely to be 
pitched as a direct contender against the Sega MegaDrive. 
Details about the Panther are more thana little vague at present, 
although it's thought that a number of software developers have 
been approached by Atari UK with- system specifications. 

Reputedly based around a 12Mhz 68000, the Panther video 
circuitry is believed to be similar in architecture to that of Atari's 
Lynx (Atari's likewise feline-named handheld). The Lynx is a 
sprite-based machine that can generate enormous amounts of 
sprites without the normal problems of flicker that plague 
Nintendo and Sega consoles. The only drawback of this design is 
the more work you ask the processor in question to perform, the 
slower it gets, dropping the frame update of the program. 

As well as being able to display sprites of dimensions up to the 
full area of the screen, the type of display hardware likely to be 
employed by the Panther can also smoothly scale and expand 
sprites. 

Interestingly, this slick workhorse looks likely to be supplied 
by Flair Technology, creators of the Blitter set in the ill-fated 
Komx console. However, when questioned about Flair's 
involvement with the Panther a spokesman said: I'm afraid I 
can't really comment on that.* 

Atari's Aiistair Boden was equally non-committal; "That's all 
lust rumour at the moment," he said. When told that we 
understood that Atari was showing hardware specifications to 
software developers. Aiistair remained tight-lipped, saying only: 
That may or may not be true". 

Make of that what you will... 



THALION'S SHARE 

THE GERMAN codemeisters at Thalion are celebrating 
their successful first year and the beginning of a new one 
with a compilation containing four of their best titles. 

Imaginatively called Thalion: First Year it features the beat 'em up 
Chambers Of Shaolin, the jump 'n run (apes of Seven Gates Of 
Jambala. and the shoot em ups WARP and Leavin' Teramis The 

compilation is released in January on the Amjgaand Atari ST lor £24.99 
- and that includes a free T-Shirt 

Three original titles to appear Irom Thalion in January include two new 
jump n' run romps, namely Enchanted Land and A Prehistoric Tale, 
an Air Traffic Control simulation called Tower FRA All releases will be 
priced at £24.99 on Amiga and Atan ST. 

Role Playing fanatics will welcome the news that Dragonflight II is 
currently in development, the sequel to the popular arcade adventure 
boasts more ol the same, only Digger and better. Dragonllight II will be 
winging its way onto the Amiga and Atari ST during the tirst quarter of 
1991. at a price yet to be announced. 

Last but not least . June or July should see the appearance ol Thai ion's 
first sports simulation, an as yet untitled Tennis game for which the 
company is hoping to acquire a character licence. 



FLIGHTS OF FANTASY 

ELECTRONIC ARTS is to release two new flight simulators, 
one from the States and one from the UK. 



Oetailsare scant concernmgthe US flight simulator, but EAtells usthat it 
will be creating "a new game category - a sort ol cross between a flight 
simulator and an adventure game' The mysterious simulator will initially 
appear on the PC during the first hall ol 1991. 

From the UK comes the "ultimate" flight simulator from Jez San and 
the team at Argonaut. This was previewed as Hawk way back in Issue 
Ten, and it had already been in progress for a year then. Now it's nearing 
completion but will probably not be published under the original title. A 
price and release date have yet to be conlirmed. 



SERGEANT 
SOFTWARE! 

HE'S LEAN, he's keen, and he's anything but 
mean. He's Sergeant Software, most 
generous man in the universe and sworn 
defender of the planet Lig. Now he's teamed 
up with TheOne to helpbring software joyto 
all the poor unfortunates of this world. The 
only thing bigger than Sergeant Software's 
heart is his wallet But remember - the 
Sergeant isn't here to dish out luxuries, only 
genuine gifts to those who are really in 
need. 

Dear Sarge 

Recently I've been going through a bad patch at 
home. My lather's business went bust and my 
parents are getting divorced by the time you 
read this. We are having to move out of our new 
house into a council house. Being an Amiga 
freak I'd been gradually saving money to buy 
new games until this happened. Then an 
ex-friend offered me the easy way out: piracy. 
He gave me loads of games Iree but I've decided 
the only way to fight piracy is not to accept it, 
tempting though it may be considering my 
situation. So I've sent you the pirate games and 
hope you will be able to pass them on to FAST for 
me. But I'm left with no games. So. a very 
unhappy, depressed The One reader is pleading 
lor help. I think, or rather all my friends think, I 
deserve it. 

Name And Address Supplied 

SARGE SAYS: You poor chap. Sending us all 
your pirate software must have been a very hard 
decision to make. I think you should be 
rewarded because ol your honesty, so I'm 
sending you £100 worth ot software. Just 
promise me you won't ever go back to your old 
ways. 

Dear Sergeant Software 
Due to a serious accident I was left paralysed 
and have found my only pleasure in playing 
computer games. Recently I bought an Amiga 
500 after saving lor over a year. As the games 
cost £25 and I'm on severe disability pension I 
can only afford a game once m a blue moon. 
Could you please help me obtain some 
software. I can't get out muchso my computer is 
like my best friend. I would be very grateful il you 
could do this lor me. 
David Murphy. Middlesex 

SARGE SAYS: A deserving cause il ever there 
was one. £100 ol software is on its way 

Dear Sergeant Software 
I don't get much pocket money, so the only 
games I can afford are budget games. A f nend of 
mine offered me some pirate software, but I 
turned it down because it goes against my 
principles. However, I've now become so 
desperate for games that I think I may have to 
resort to piracy - unless you can help me. 
Derek Meakin, Gloucester 

SARGE SAYS: Mmm. . this sounds like a threat 
to me, so no tree software (or you. It doesn't hurt 
to save up a bit you know, and it will teach you 
the value ol money. Now I have your name and 
address, don't let me catch you pirating 
software. 

If you think that you or someone you know 
deserves software help, write to Sergeant 
Software, The One, Priory Court, 30 32 
Farringdon Lane, LONDON EC1R 3AU The 
Sarge readseverything he receives, butdue 
to his workload he doesn't have time to 
enter into personal correspondence. 



Fly to Live — Live to Fly 

sxi They're back and mean as hell! Five years after you last rescued the Earth, the 
JyJ battle begins again. The aliens are back to grab more humanoids and suck their brains dry. 
*J This time they have improved technique, experience and above all better craft, fortunately 
so do you. Hit your fractal Smartlasers, drop your Smart Bombs. . . . 



93) 



000 



THE 
ONE 



JAN 
1991 



7^ 



r 4 




Contains ^^^^^^^^^^ 
3 Games in One: 

• DEFENDER II - Dive into \ 
the all-new Defender II, 

one of the fastest games ^fc : . 
yet to hit the ST and 
AMIGA. 

• DEFENDER - Original coin-op written 
by arcade shoot-'em-up King, Jeff Minter. 

• 5TARGATE - The original cult 
coin-op. / 




AND IT/ 
BETTER 

than/. 

EVER. 



mm 



7 i 



1 



MUCHovr for rut pawn 



» 9 




Features: 

• Original Rock Soundtrack 
• Learning Mode, graduate 
from L-Plates on 
your craft 
^^JV** • Devastating 
mf M playability 



krM. ifioh ot onff IMindtd (a b* 

■IIu»to>)*i dI It* |«« ploy and not 

#H (MM fBphni wttKh -ot 
loniloVobly b«r»ren dUlnain 
lonnon I" ■»••"¥ "id opp»a» om» 

and art ivbftfl 10 iHo (Ompwfon 
irw'iiDhani. 



^ r^EACH OUT FOR THE POWER OFARC 
ATARI ST CBM AMIGA £19.99 

ARC. P.O. Box 555. Slough SL2 5BZ 



22 




NEWS 



THE ONE 



JANUARY 1991 



SYSTEMATIC SOFTWARE 



Now that 
System 3 
has flown 
Activision's 
nest it has 
found room 
to stretch its 
wings and is 
displaying a 
far finer 
plumage 
than many 
old birds 
might have 
expected. 
Laurence 
Scotford 
flies out to 
Pinner to 
find out 
what's about 
to hatch. 




HE 16 BIT VERSIONS ot The Last 
Ninja II are far Irom being System 
3's favourite ottspnng Perhaps 
because, beyond the initial conception, the 
team at System 3 had little to do with them (they 
were Actiwsion's doing) Ninja Remix on 
other hand, is much closer to Is heart 

The lads at Pinner 
evidently ten that ST. 
PC and Amiga owners 
hadn't been property 
introduced to System 
3's most famous 
character. So what 
better way to redress 
the balance than of- 
fering them the 
chancetoexpenence 
The Last Ninja In a 
new and improved 
form that really does 
wash whiter (and play 
better), and hasiots of 
little extras that the 
ongmal doesn't 

Set on the beautiful 
island of Lin Fen. 
which you are aiming 
to free from the evil 
clutches ol a horde of 
vicious villains, Nm|a 
Remix contains no 
less than five levers of 
fighting, tumpm, and 
figunn' out problems 
For those poor souls 
who have trouble with 
all three of those 
there's a very handy 
SAVE option too. It's 
out now for shuriken 
wielding ST and Ami 
ga owners at £24.99. 
PC owning Nmjas 
have to sit tight for a 
little longer. Nmia 
fans should also look 
out for The Last 
Ninja III which is due 
m March 1991 - look 
out for our detailed 
Work In Progress m 
the next issue But the 
martial arts mayhem 
doesn't end there 
International Kar- 
ate Deluxe should De 
arriving on 1 6-tHt ma- 
chines some time m 
the new year 






DFBWT 
DMVHG 

"A driving game with a difference* is howSystem 
3 describes Turbo Charged, its third original 
game for the new year It features ace driver and 
all-round good guy Justin Thyme. Justin is in 
charge of a network of Customs Officers out to 
bag a gang of international gun runners. The 
chase begins in a friendly country, but there's 
often the need to buzz through a border post 
into unfriendly territory to complete your 
mission. 

All this and more... System 3 rounds off its 
new year releases with the 1 6-bit versions of the 
8-bit arcade adventure Myth With this line-up It 
certainty looks like this bird is already flying 
high. 



UNOBt CONSTRUCTION 

Another Philip Thornton design m progress at 
System 3 is Constructor (and that's another 
working title) - and it's just as original as Putty 
You play an architect on aplanetsubjecttofreak 
weather conditions Like Jupiter it has a huge 
red spot which revolves every hundred years 
flattening everything m its path While not being 
good news for most of the inhabitants of the 
planet it is very good news for you and your 
fellow architects - there's always plenty of 
work to be had 

From your sophisticated office console you 
control the planning and building ot new 
properties and then attract the nght sort of 
tenants to them But all ts not roses and cash 
(low. Your uns- 
crupulous fellow 
architects are out to 
put an end to your 
grand building plans, 
and if they don't 
succeed the weather 
will. 

Constructor looks 
set to offer a highly 
entertaining level ol 
strategy Look out for 
it during the first 
quarter of next year 



UET'S PUTTY! 

If we said that the hero of System 3's first new 
year release was a flexible friend you might well 
be forgiven for thinking that the company was 
producing a simulation about balancing your 
Access bills You'dbe wrong Our herois actually 
a piece of putty. One of f he most original designs 
seen in some time has been inspired by Silly 
Putty, the stretchy, bouncy goo from the US that 
was quite popular until some silly people 
decided lo eat it and discovered that it's as 
inedible as it is pliable. 

Putty, which has yet to be grven a full title, is 
the creation of ex-Palace man Philip Thornton, 
who came up with the gameplay specification 
and graphics. Putty's being animated by Jo 
Walker (Barbarian he deigned one. rather than 
bemgone). while programming is mthe very sale 
hands of Cyberdyne, the men responsible for 
Armalyte on the Commodore 64. 

Putty is set on the planet Constructo. a planet 
populated only by Robots. Being very stupid 
they have not yet discovered Jet Propulsion so 
they are trying to build a tower to the moon 
instead 

Meanwhile, up on 
the moon, the evil 
wizard Dazzledaze 
has taken over and 
exported all the putty 
creatures to Earth to 
be sold as bubble 
gum (yuk!). All. that is. 
except one - the 
silliest putty creature 
ever He manages to 
escape from the 
moon {Part One) and 
fall lo the planet 
where he helps the 
robots to complete 
their tower and 
defeat the evil Dazz- 
ledaze He does this 
by using his special 
abilities: stretching, 
bouncing, inflating, 
and melamorphos 
mg. 

More news soon 



PUTT* HELL! It'l SHry 
Puny... 




lb PQGN STREET 




ARCHITECTUAL BnllcB abound In ConMruclor. 



SILLV PUTTY: Ooilno, plyBOiilty... 






IG : UCKS! 




r 



XCITEMEN T! 

ANGER! 
DVENTURE! 



The ultimate challenge 
has been issued... now, 
you must race across 
the globe in search of 
fortune and glory to 
become the richest 
duck in the world!! The 
adventure will require all 
your skills and courage 

ARE YOU DUCK 
ENOUGH? 




Adapt?) 



Available for Amiga* - PC / PS - Atari* ST - Commodore 64 - 



Amiga. Commodore 

ore registered trademarks. 

For more information please call 026K Ml 21 2 



© The Wall Disney Company 





25 



A year ago. Hard Drivin ' shook the world. Now buckle up 
and step on the gas as Hard Drivin' II, the sequel, streaks onto 
your screen. 

Hold on tight as you roar round four thrilling new circuits, or build 
your own using the unique Track Editor. Once designed, a computer 
generated view of the new circuit will appear so that you can 
memorise your route and its hazards. Now you can test your skills 
on a really mind-blowing stunt track! 

And there's more! Link your computer to a friend's Amiga, Atari ST or 
IBM PC for a head to head race to the finish. If you're lagging behind, 
go for gold and boost your speed with Nitro Injection - guaranteed to 
leave the opposition standing. 

Hard Drivin' II Is faster, meaner and even better looking than the 
award winning original. 



THl 
UNI 




JAN 
1991 



IBM PC 3-3 ft 5.23 froafommod byi Jii«aon Frtodrkh 
roiorvcd Aioii Oomii Corporation 
Dismal k Soltwoni Ltd. 

■ Ltd, tmtry Houm, 51-57 lot , load, London MM 5 IN Tali 061 -TM 1334 





THE 




'IT'LL MAKE 
YOUR HEAD SPIN" 

Spindizzy is back! Hanging in space is a 
cluster of worlds and for each world a 
different quest awaits. GERALD (a 
Geographical Environment Reconnaissance 
and Land-Mapping Device) is all set to 
explore the solar system, collecting energy 
crystals scattered around the scrolling 3D 
environment. You'd better have your Spindizzy 
skills honed to perfection to escape before the 
crushing time-limit spells an end to your game- 
conquering aspirations! 




Will provide you with hours 
of absorbing entertainment" - ST Format 

"It's great. You'd be more than 
a bil dizzy to miss it!" - The One 




a i99QPa49wtey ftfelfetedtyllKtrk C*c*m» Software Ud 
Mmhjim lun o in ttw n » I ■»i || ») u '-"^ Bfettgw 



27 



JANUARY 1991 



THE ONE 



FUTURE FRENCH FEATURES 




i 



ELPHINE SOFTWARE first came 
to the public's attention at the end 
ot 1989. The reason for this was 
Future Wars, the company's first release to 
feature Ihe Cinematique system 

Delphine Software has in fact been in 
existence for two years Company Manager 
Michael Sportouch had been responsible for 
some conversion work in his time, notably the ST 
version of Space Harrier, and the team also 
dished up some arcade action, namely Bio 
Challenge and Castle Warrior, neither ol 
which demonstrated the company's real 
potential 

The unique Cinematique adventure system, 
which is completely mouse and menu driven, 
made people sit up and take notice. The lack of 
text input and the inclusion ol supenor animated 
visuals and toe-tappingly good soundtracks 
make this adventure system accessible to all 
sorts of players, nol only hardened adventure 
addicts. 

Future Wars has been a major hit and is still 
selling to new computer owners, many of whom 
buy It as their first adventure. To date Future 
Wars has sold nearly 50.000 units throughout 
Europe. 

Before the second Cinematique adventure 
was released Delphine left its previous UK 
distributor, Palace Software, to begin a new 
relationship with US 
Gold. "We have good 
products,' says 
Delphlne's Michael 
Sportouch, "so we 
had to find a good 
partner to market 
those products in. 
Europe " 

The second adven- 
ture to use the 
Cinematique system 
was Operation 
Stealth This con- 
tained many imp- 
rovements to the 
system based on sug- 
gestions made by 
players and reviewers 
of Future Wars Since 

its release earlier this year Operation Stealth 
has already sold between 18.000 and 20.00C 
units in France alone. 

Meanwhile, prestigious US publisher Interp 
lay has bought the licence to market both Future 
Wars and Operation Stealth to American 
consumers. As an added bonus Interplay has 
also acquired a licence to use the James Bon 
character tor the Operation Stealth. The 
American version ol Operation Stealth will now 
be called James Bond: The Stealth Affair 

Delphine Is currently working on the third 
Cinematique venture - Cruise For A Corpse 
This is launched (pardon the pun} in Europe 
around March 1991, and it promises to be the 
most exciting Delphine work lo date. 

Originally the Cinematique system had been 
programmed on the ST, but code wizards Pau 
Cuisset and Philippe Chastel are completely 
'eprogrammmg the system on the Amiga. The 
Amiga version now uses 32-cotour visuals as 
opposed to the 16-colour seen in the two 
previous adventures. Cruise For A Corpse is not 
only going to be more colourful than its 
predecessors but in addition boasts bigger and 
smoother animations. 



REALISATION D ART 




GRAPHIC GENIUS DemsMercier created all of the scenes in CruiseFc 
Corpse on paper before digitisingthem and reworking them in DPaint III 
Here we see how three of his creations took shape.. 




"We must continually improve the system 
and the general quality of the product if we are to 
stay ahead of the competition,* comments 
Michael Sportouch. For that reason Delphine 
has not been satisfied with improvements to the 
graphics alone - it also taken pains to update 
the user interface. 

In the first two adventures, clicking the 
right-hand mouse button revealed a limited list 
or verbs. Clicking on an object then applied the 
action to it. For example, to fight with a guard in 
Operation Stealth it was necessary to click on 
ACTION and then on the man. 

With the new system the player first clicks on 
the object of interest to call up a list ot verbs 
relevant to that object. This makes the system a 
lot more flexible in terms of what the player can 
and can't do. 

The SPEECH option has also been hauled up 
for improvement Now, by clicking on individual 
words m the dialogue wndow you can get other 
characters to reveai further details. 



THE CHANCE ot ■ Wetlme - a ctulM aboard a 
ki*ury schooner Finally you have an opportunity 
lo forget about Investigating and relax.. 



ml 






DISASTER! The 
who invllad you has 
bean murdered. Evan 
aa you vtaw tha 
corpse something 
sinister is afoot... Look 
out behind you! 



Cruise For A Corpse's look has been created 
by artist Denis Mercier. He designed all of the 
locations on paper first and then digitised these 
as monochrome images before retouching 
them and adding colour on the Amiga Because 
the locations are quite small Dents has been 
able to create larger 
characters with a 
stronger identity. 

Delphme'saimisto 
give each Cinemati- 
que release a distinc- 
tive graphic style and 
atmosphere. The 
team is also commit- 
ted to continually 
improving its adven- 
ture system. 

During the coming 
year Delphine will be 
developing the 
Cinematique system 
for consoles, inc- 
luding Nintendo's 
impiessive Super 
FamiCom. According 
to Michael 
Sportouch, 'It is 
difficult to decide 
which new machines 
to develop for . We will 
generally be concent- 
rating on developing 
lor existing systems " 
Future Wars is to 
appear on theNESfr> 



NEWS 



Delphine 
Records not 
only plays 
home to 
pianist 
extra- 
ordinaire 
Richard 
Clayderman. 
it's also the 
base for 
software 
developer 
and 

publisher 
Delphine 
Software. 
Laurence 
Scotford 
paid a visit 
to France to 
take a look 
at the future 
of Inter- 
active 
Adventures. 




28 



NEWS 



THE ONE 



IT'S TIME lo start your 
n vesication Who 
would want to hill your 
host km why? What 
«as irwtr plan in 
luvtng you alive and 
tree to Invest Igeta ' 




► and CD ROM but Delphine isn'! developing 
these versions Interplay will be handling the 
COTV conversion which will probably be releaased 
as a double pack with Operation Stealth. 

Delphine has some exerting projects lined up 
for the future. The superlative 256 colour VGA 
PC version of Operation Stealth programmed by 
PC supremo Daniel Morars has iust been 
released, and is certainly wortha look if you have 
(he necessary hardware. Next year the 
company begins work on a project with Prince 
Of Persia-style animation using polygons with 
sprite-based backgrounds. Bus. there's a 
adventure based on Tolkien's The Lord Of The 
Rings 

Delphme's work for the Super FamiCom 
should start from February 1991, with the first 
product to be available at the end of the year or 
the beginning of 1992. Other machines the 
company is hoping to work with are Atari's new 
Panther console |see News), and the new IBM 
PC-Sega MegaDrrve. 

Delphine already has a very good reputation 
m France. Its aim rs to extend that reputation to 
the whole of Europe With the current quality of 
their product and with US Gold's resources at 
their disposal, there's no reason why that 
shouldn't happen ■ 



SOME PARTS OF THE SHIP are not readily accessible, which meant 
rinding a particular ob|ed before you can explore them. In this ease you 
have managed lo gain army to part or I he angina room but are unaware 
that you are not alone. 

ONE OF THE 
IMPROVEMENTS in 
the Cinvmaltqua 
System as used In 
Cruise For A Corpse Is 
the animation. As wall 
as having larger, more 
amoothly-anlmatad 
figures, there's plenty 
more backg round 
animation and 
animated scenes 
Inserted Into the main 
aclloa 






CRUISE FOR A CORPSE 



M Eg 
Pr 

k 



Ptm I f= 
Ecouter 

Prendre ^ 



know 
The mvi 



ORPSE is an Agatha Christ* style whodunnit set m 
ie part of the investigating detective An impressive 
enc« sets the scene m Pans, where you l«v© and wor 
ewng an mvrta t inn from a very rich man who you do 

< lo i'-"'' twn And rus guests lor a cf u«se aboard a luxury 
• m**tftir><i *i tn wfiv vthj IiAv? t«ecn invited but ynce 

; better to do yuu decide 10 go 
arnve on the boat one of the crew targes into you» 



4Jm 



A CONFRONTATION with the man who led you to 
the body Me has evidently calmed down enough 
to continue building his own. 



THE CINEMATrOUE system has been adapted quite considerably lo. 
Cruise As you can see, clicking on the door here calls up a menu ot 
verbs relevant to the door. 



on the bach of the heao and sink HQ unconsciousness 

You recover some time later in your cabin On returning to the location 

of the corpse you t<nfl it has gone Can you solve the mystery* 
Unlike the previous two adventures this on* non linear You ( 

wander where you wish and speak to anyone Obiects you Itnd on i 

ship can be taken and manipulated indeed, you need some of them to 

gain access to particular parts ot the boat 
While you are invest igalmg. I e is « ill going on at ound you TOBB eiu 

rt can be errhtai who you Question and when Once people aooara nave 

had a chance lo confer with one aoolher then thee stones are likely to 

change 

Although there ft no time limit imposed, the longer you lake with your 
investigation the more dinVurl tt becomes to solve the mys'ery 
Alt WW. this should be the very besl Gnematique proiect to date 



yue project to date 



AS VOU CONTINUE your Investigation Hie goes 
on. Ion can question anyone on the boat Itom 
cabin maids to (allow passenger*, but tls best to 
do so quickly before I hey have loo much time to 
ton 1st. 



Brilliant control, the air of excitement and 
^rijkL fantastic payability transport you into the 

atmosphere of World Class Soccer. 























W -mm*. ? 





29 



r 



JAN 
1991 




• Variable Wind Speeds! 

• Full management section for up 
to 16 players! 



• Versatile tactics editor adds a 
whole new dimension: be the 





t's two years since ihe 
boll was thrown on a 
edball pitch. There are 
ew teams, new stadia and 
w rules* The arena is 
bigger, the players arc 
tougher and the action is 
faster than ever before. 

The challenge is this. 
Take control ol Brutal 
Deluxe, the worst team In 
Speedball history, and turn 
them into champions. 



1 ^uid fell i! map' StocU out !:i » Si*t Pl»?«' 




Tw* bnamtsi 15 nisi tfuJ 3P»t« ?r. *ci fM cQuaplaMkf, 




«o thi gnai- «»oihiih 

■>■■!' M -■ " 1 LTO 

loooo*>M' "** 

t»i 0'> <*»« 

»«< ■■'-.«! >»•« 























1 

91 


L * 















Cf.tSfOT tW MMtHf|HfT 13 



JANUARY 1991 



THE ONE 



WORK IN 




Sensible Software's first foray into the strategy world looks a little bit like Populous... but 
promises a whole lot more. Can the boys back up their claims? Or is it just another shaggy 
programmer story? Gary Whitta found out... 



w 



ITHOUT A DOUBT Ihe Sensible 
Softwore boys hove the longest 
_ hair in the business. The flowing 
auburn curls of Jonathan 'Jovial Jops' Hare 
and the straighter. blonder locks of 
co-founder Christopher 'Cuddly Crix' Yates 
hove become legend in the programming 
community. And quite rightly so. 

Perhaps the boys behind such 8-bit 
classics as Parallax, Wizball, MicroPros© 
Soccer and The Shoot 'Em Up Construc- 
tion Kit are a bit like Samson - cut away the 
hair and their programming talent 
diminishes. And 



then again, per- 
haps not. 

Mega lo Mania, 
which began life 
under Ihe name of 
Alien Empire and 
later became My 
Little Warhead, is 
o bit of o sword with 
two cutting edges 
for Jon and Chris. 
Not only is it the 
boys' first foray into 

the world of strategy gaming, it's also their 
first real 1 6-bil only project too. 

"You've got this planet, right, with all 
these islands on it," explains Jon, "and they 
all start off grey, which means neutral. There 
ore four teams - three computer 
opponents and you - and the object is 
basically to take over islands. There are 27 
of them, and when you win one you go onto 
the next. When you conquer the whole 
planet, you win." 

Seems simple enough. "Ah! But!" says 
Jon, "The islands are all different sizes, and 
they all have differenl populations. Each of 
the islands is built up of a number of 
independent square sectors, up lo a 
maximum of 1 6, and you win the island by 
taking over all Ihe sectors. You start with a 
certain number of men, which you can put 
into an army, and you send the army out to 
fight and win sectors. Eoch sector has a 
base, like a castle, and to win the sector you 
have to occupy that castle." 

As Jon is quick to point out, this is where it 
all starts getting clever. You don't have to 
send all your men out on a warmongering 
mission of destruction - they con perform 
different tasks. You con allocate ony 
number of men to any number of tasks, and 
thus have several irons in the fire at once. 
This is where the constant balancing act that 
forms a large part of the strategy comes into 
play. While fools may send out their whole 
force as an army to win other sectors, wise 
players leave some behind lo guard their 
home castle - lose conlrol of all your 
sectors, and you are OUT. 

And of course since Iho other teams will 
be doing the same thing, winning sectors 
isn't easy. Neutral (grey) squares are easy, 
because there's no-one in them - you just 
walk right in. However, they don't last for 
long and pretty soon every sector has been 
claimed. Then Ihe only way to win a sector is 
to seize it from Ihe player whoalready awns 
it by sieging the castle there. Whether or not 
you are successful depends on the size of 
your attocking force, and the size of the 
force defending the cosrle. 



THE PLANET SCREEN appears before play 
begin* and whenever you need lo select a naw 
ialand Id conquer The screen shown hare !■ 
I'Om a pretty ad v a need game, as many ol Ihe 
islands have already bean conquered and 
coloured In 'There's several Ideas about Ihe 
story behind Ihe game, says Jon. "The original 
slory was Ihal Ihere worn lour people, who 
Ihn lour IpnofirB living nn Ihe moons around Ihe 
planet Then one day I hey each deckled they 
wanted lo conquer the planet, Mlrrorsofl's Idea ts 
that there should bo four people In apace* hips 
who come along Instead I don I Know which Idea 




Sensible 

Strateftj 



T 



000 

9 - = 

000 000 
000 000 
000 000 




PROJECT 

Mega lo Mania 

PUBLISHER 

Image Works 

AUTHOR 

Sensible Softwore 

John Hare 
(Design, Graphics) 
Chris Yates 
(Design) 
Chris Chapman 
(Programming) 
Richard Joseph 
(Music & Sound) 

INITIATED 

November 1 989 

RELEASE 

AMIGA 

Spring 1991 

ATARI ST 

Spring 1991 

IBM PC AND 
COMPATIBLES 

N/A 




AH. THE GREEN, green grass of home. Aa In 
Populous there are two scales ot view. A map In 
the top-left hand comer shows In full Ihe Island 
you are battling for (spirt Inlo Ihe respective 
square sectors), while Ihe main display shows 
the sector currently being worked on All 
decisions are made through Iho Icon panel lo (he 
ML 

"C'mere, (here's more," soys Jon. "You 
can invent things as well. At the start of the 
game your men are cavemen, and are 
armed with a Tech Level One weapon - 
which is a rock. But by devoting some of 
your followers to inventing new things, you 
can produce more advanced weapons not 
only for attacking castles, but for defending 
your own as well. You can also invent 
shields to protect your castles." 

The higher a weapon's Tech Level, the 
more efficient it is - ond the longer it takes 
to build. "But by devoting more men to a 
weapon's development, you can gel it built 
faster," Jon explains further. ► 

ISLANDS In Mega lo Mania are made of grass, 
rock. Ice or desert In this snowy scene one team 
Hi progressing rather nicely. They have become 
Romans (the style of the buildings change too), 
and they have a mine and a factory on Ihe go. 
"What Ihe poor sods don't know is that they're 
about lo get wiped out by a nuclear missile.'' 
says Jon. This screen also demonstrates Iho 
need for planes and missiles on some levels - 
look to the top left and you will see that one 
sector is on Its own. surrounded by water. Your 
army can't reach It. and so Ihe only way to gel to 
it la with a high-level flying weapon. 



34 



I 



PROGRESS 



THE ONE 



JANUARY 1991 



PROJECT 

Mega lo Monio 



► And as your men 
build more elaborate 
devices they accumulate Design Points 
which ollow THEM to progress and become 
more formidable opponents. Humble 
cavemen romp through history, becoming 
along the way Romans, Normans, 
Elizabethans, Victorions,WWI soldiers, and 
finally men of the future, who are so hard 
that they are invincible and effectively out 
ol it all. As your people progress, their 
scientific knowledge grows and they are 
able lo design even more advanced 
weapons. It's a constantly revolving cycle. 

"The thing is, you can't just build any 
weapon at any time. You need the raw 
materials, and each sector is different in 
terms of the materials it provides," soys Jan. 
"You start off with just wood, which you can 
make stuff like catapults with, but as your 
peoples' Tech Level increases, they can 
build mines and pits that allow them to 
extract more sophisticated minerals from 
under the surface that enable them to build 
more advanced weapons. Also, as the 
inventions become more advanced, you 
need to put up factories and laboratories lo 
design ond build them in, which ore also 





ON THIS T-SMAPED ISLAND the red army la 
laying stage lo a castle, which happens to M 
vary Mil defended A high shield level and a 
taiga defending army means (here's little chance 
ol taking over this place easily. If the going eve- 
gels too rough you can torn an alliance with 
another team and |oin up to form one very 
formidable force. You can even have a three-way 
alliance where everyone gangs up onto the 
unlorlunate player who's been led out* 



AIL LANDSCAPES START out Ilka this Each 

rtor Is tust a baalc slab, and the relevant 
section* ot coastline are stuck around n 
depending on where II is on the island "When we 
first did the game II was a nat screen, and it was 
all overlaid with these battling panels, but that 
was a bit flat, so we three-deed the slabs to 
make it look better," Jon reveele 

vulnerable to attack." 

The range of weapons available is truly 
formidable. As the Tech Level increases, 
rocks, cotapults ond spears are replaced by 
longbows, crossbows, muskets, rifles, can- 
nons and, for the really advanced, biplanes, 
spitfires and an awesome nuclear missile 
thai lays waste to any sector on the island, 
rendering it uninhabitable for the duration 
of ploy. Nasty. On the defensive side, you 
can adorn your castle ramparts with 
machine-guns, bazookas, boiling oil, anti- 
missile missiles and even an SDI laser. 

The real tnck is getting the balance of 
your men right - allocating the right 
amount to the right tasks at the nght lime. 
You can't jusl have all your men defending, 
orottacking, or mining minerals, or working 
in the factory, or designing weapons You 
hove lo prioritise and decide what's most 
important,' Jon explains. 

But for boys who mode their name with 
straightforward arcade action games like 
Wizball. Parallax and, more recently. 

International 3D 
Tennis, all this 
strategy molarkey 
seems a bit heavy - 
doesn't it? 

"The idea for this 
game started about 
1 8 months ago," 
Jon reveals. "The 
idea originally wos 
that there was on 
island with 1 6 sec- 
tors, with loads of 
robots in each sec- 
tor, and you had a 
spaceship. You 
could fly between 
the sectors, which 
were fully scrolling, 
and be involved in 
the combat 
yourself, rather 
than just being a 
manager as you 
are now. If your 
spoceship got shot 
down, you died as 
well. You had 
m o t h e r s h i p 
weapons, buildings 



a gb 

llTll 



ONE OF JON'S sprite screens shows some 
ot the sprites he s already designed. At the 
top are a tew ol the lower Toch Level 
buildings. 

you could bomb and so on. The idea wos 
always to try and combine strategy with 
arcade, because you hod lo make oil the 
important decisions and fly the spaceship al 
the some time." 

Ifs changed a fair bit since then, hasn't it? 
"Yeah, well we took it to show lo a couple of 
companies about six months ago and 
people were weren't keen because it didn't 
slot into any particular category." Jon 
explains. 'People were interested in the 
gamo, but there was no real commitment 
from anyone. So we decided thai the best 
tnmg we could do was think obout changing 
the actual image of the gome. People soid 
lhal to do thai we had to either drop the 
scrolling or drop the strategy. Well I'd 
worked so hard on the strategy in fact it's 
remoined olmost intact throughout the 
entire game thai we dropped the 
scrolling* 




HAVING PROGRESSED a couple ot Tech Levels 
your people are now what Jon describes as 
"Biblical Guys". Thanks to their increased 
scientific knowledge, they have been able lo 
build this pit mine. 



TWS SPRITE SCREEN shows a large selection ot 
both primary and secondary graphics. At the top 
■re all the dilterenl Tech Levels ot men. and 
further down a complete list ol the minerals you 
can use to build weapons. They all have rather 
bizarre names. Including Planetanum (Ihe planet). 
Solarium (sun). Bethlehem (star). Araldrte (glue 
tubes), Herbiewrighi (shirt and he). Undium 
(spaceship). Parasite (insect). Aquarium (fish). 
Palladium (theatre), and ataimile (guess). All the 
weapons are here too. from rocks and bones to 
Ihe nuclear weapons and SDI lasers. 

Mega lo Mania's close range birds-oye 
view of the action may leod to comparisons 
with Bullfrog's classic Populous, but Jon isn't 
sweating. "I don't think it plays like Populous 
atall - itjustlooksalittlebitlikeit.See,once 
we dropped the idea of the robots, we 
played around with the idea of having little 
animals ond make it o bit fantasy-y, but we 
decided that that wos a bit stupid and then 
we thought, why don't wo evolve human 
beings? That wasn't Populous' idea - the 
earth thought of it first. Ifs like Populous 
because it's an icon-controlled strategy 
game, but I don't think it plays anything like 
Populous at all. In Mega lo Mania, where 
you've got all these incoming messages, 
ond animated battles with different 
weapons being used, it'll have a lot more 
action." 

Mega lo Mania is now complote so far as 
the gameplay's concerned - ifs now Jon's 
(ob to design all the animation for the 
characters and battles so they can be 
implemented. At the moment there are no 
characters on screen, and bottles ore won 
and lost on a series of logic tables that 
appear above the background. 

Image Works is hoping for a Spring 
roloase, which gi/es the team about three 
more months to do that ond clean 
everything else up.Afterthatifsollhandson 
deck to finish Ocean's Wizkid, the sequel to 
Wizball. 

"Wizkid's a split pea with o toddler's three 
year-old body," reveals Jon. "The game's 
more of a platform -based thing, but the 
atmosphere will be pretty much tho same os 
the original. A bit weirder in fact. We've go' 
these dogs sitting on the toilet reading the 
newspaper." 

Time to stop. ■ 



no; noi snv rt with fhuiig... 

ONE OF MEGA LO MANIA'S more innovative (and bizarre) 
elements is a constant barrage of informative sampled speech 
to keep you up lo dale with events. Sound supremo Richard 
Joseph hired radio octon to come into his studio ond read Ihe 
phrases from o script written by the Sensible boys, using different 
occenH for the characters who 'alk lo you during ploy. 

In oil, there ore over 50 sampled phrases used (they come on a 
separate disk which you slot in ond leave there once Ihe main 
program has loaded), ond obout 10 to 12 characters An 
easily-excited Captain keeps you up lo date with eventsm the held 
by maniacally screaming "We are under heavy oHockl" and "Ifs 
oil over!" whenever Ihe going gets o bit rough, while the factory is 
overseen by the cockney sparrow Pauline; "The production run s 
completed, luv," or "We ain't got enuff minerals!" she says listen 
out too for the Birmingham miner, and the Palnck Moore 
character who designs weapons for you. 

It's even possible to talk lo your opponents. The four leaders m 
Mego lo Moma each have their own voice - one's a woman, 
one's an American who sounds like John Wayne, one's on oiien, 
and the last is... well, of dubious sexual orientation, tf s interesting 
lo note thai the alien voice came about by Richard asking the 
odor in question to do an Italian accent, and then ran Ihe result 
through his computer lo produce Ihe desired effect! 

Al the moment the sound samples gel in the way a bit, as ploy is 
frozen every lime o sample loads in (which is quite often). 
However, programmer Chris Chapman is currently hoovering 
away on thot, so that in the final product Ihe loading of samples 
won't affect ploy. 



36 



THE 
ONE 




'3% 



/ 




//// 




I ii 



If 



ii • Four massive 
levels each 
featuring over 
a hundred 



rooms. 
•Stunning 
animation. 




Soma ihotl w« Onty "WwM *» »• 
Mlutirnrtva o» *■ goaw »lr» and "<H 
Ma K>Mn i' g p' ' ( t *Wi »"T 
(Onildarobly bahratn friKrant 
tormnti In qdulitf and oppaoioiva 
and or* i ■.->-■ ' le *• MawiKar I 

1 1>» r ti , cl i (.11 




REACH OUT FOR THE POWER OFARC 
ATARI ST CBM AMIGA £24.99 

ARC. P.O. Box 555, Slough S12 5B2. 



t 


f 

• 


37 


JANUARY 1991 


THE ONE 


WORK IN 


PROGRESS 



Running Ihe Gauntlet 



u 



I WE WERE ASKED to come up 
with (he specification for 
I Gauntlet III," explains David 
Broodhurst, "but we were looking for 
something different. So we thought: let'sdo 
something original, something new. We'd 
never seen anybody do a really good 3D 
scrolling game with masking before - most 
of them are just static screens, generated 
one after the other - so we decided to do 
one which scrolls around like one big map " 
And that's how Gauntlet III, originally 
intended to be a humble 2D maze game, 
was flipped on its side and got an extra 
dimension. 

3D or not, it's still got all the bare 
necessities. "Gauntlet was a very simple 
game," claims Software Creations' MD, 
Richard Kay. "There was nothing to it really. 
Just pick up the joystick, fire, collect treasure 
and work your way round o maze. We're 
trying to keep it as simple as that. All we've 
done is changed the perspective." 

The four original heroes of Atari Games' 
arcode classic ond US Gold's two computer 
incarnations (three if you count the 8-bit 
Gauntlet: The Deeper Dungeons) are still 
olive and well. But this time the faithful 
foursome hos company. Warrior, Elf, 
Wizard and Valkyrie ore joined by 
Rockman, Uzardmon, Iceman and a Lord 
Of The Sea, though memory limitations 
dictate that only two can take part at any 
one time. 

As in the original, each of the eight has a 
personal weapon (bow, club, axe, fireball 
and so on) ond is distinguished by individual 
character attributes. The elf is still nimble of 
foot, and the old wiz, despite being a bit 
slow in the legs department, is a dab hand 
with his wand. 

Each of the eight levels plays out in one of 
the heroes' home environments (Forest, 
Mountain, Swamp, Volcano, Ice World, 
Lost Kingdom, Magic Kingdom ond 
Undersea Worfd) and has a few smaller 
mini-mops, in the form of buildings or 
tunnels, slotted into H. 

Only a few monsters have been lifted 
from the original. "Ghosts were pretty much 
characteristic of Ihe baddies in Gauntlet so 
those were the ones that we had to keep in. 



i ( ' 1 ' 
• -t5e> -5e ^ 



THE CAST- So far there ere 40 different 
characters, ■ lew baaed on (note found In ihe 
original game, most of I hem new. One ol Paul's 
ma|or alms was to gel away from Gauntlet's 
colours. "I wanted to Beep most ol the baddies 
green. I'd even have preferred (he werrior to be a 
lulu just lo get away from the whiteness of 
everything but In the end I was vetoed on thai." 



Software Creations threw down the Gauntlet. Kati Hamza went into 
another dimension to pick it up. 




LEVEL ONE, THE 
FOREST, may look a 
peaceful pastoral 
scene but in reality It's 
a dangerous place. 
Mim-ealing trlfftd* lurk 
•round here and Ihe 
magic mushrooms 
stun. So far this Is Ihe 
only world that's 
anywhere near 
complete but once 
it's finished, much of 
the spade work will be 
over and Ihe others 
should follow pretty 
quickly. 



The rest are pretty much new." The original, Gauntlet III is a new gome, 

revamped menagerie features such blood- something that you wouldn't immediately 

curdling creations os sharks, juju men, mini- associate with the name Software Crea- 

sorcerors, triffids and little green bulbous- tions. In the four years since Richard Kay 

nosed things which haven't got a name as chuckedinhisjobatOceanandsetuponhis 

yet. own, the company has become best known 

Despite its links with the coin-operated for its quality conversions: LED Storm. 



ft f f I 

% t f * f M 
^ -I j$ t f I * 

k V f f ? f f f I 

1 4 A - & % V * -ft 



Gauntlet III 

PUBLISHER 

US Gold 

AUTHOR 

Software 
Creations 
Bill Boma (ST 
Programming) 
Michael Delves 
(Amiga 

Programming & 
Gome Design) 
Paul Salmon 
(Graphics & 
Game Design] 
Chris Collins 
(Graphics) 
Timothy Follin 
(Sound) 
Geffrey Follin 
(Sound) 

David Broodhurst 

(Development 

Manager) 

INITIATED 

Summer 1 990 

RELEASE 
AMIGA 

Spring 1991 

ATARI ST 

Spring 1991 

IBM PC AND 
COMPATIBLES 

Spnng 1 991 



Bionic Commandos, Bubble Bobble, ond 
Ghouls V Ghosts among them. 

It wasn't planned, it just happened that 
way. "Once you've gal a reputation for 
doing something well you tend to be asked 
to do it again," Dave philosophises. That's 
not to say though that the Mancunianbased 
development team is o stranger to original 
games. Black Lamp, Denarius ond War 
Cars are all on the company CV. Software 
Creations' ROM Development arm, called, 
'enigmatically, Software Creations' Ltd, 
concentrates on 8-bit Nintendo develop- 
ment. The team's 3D adventure Solstice 
should be available here in the new year. 

Solstice is flick-screen isometric 3D. 
Gauntlet's 3D scrolls and that, as ST 
impresario Bill Borno explains, is his 
Number One Problem. Though 1 6-bit ► 



% 5 % 1 



THE EIGHT MAIN apntes' actions (walking, firing, turning on the spot and In thle case, blowing out 
fireballs) add up to 72 animation frames each. That may sound like a kit but the animation's still quite 
basic Bear in mind that because there are eight directions every action only haa four phases. That 
said, Paul does use a common cartoonist's trick lo make It look more complicated: because wa re 
limited (o memory, having lo accommodate 72 sprites per character and as many baddlea as we can 
fit in. it's easier to use one drawing twice. - Instead ol simply using frames one to lour consecutively, 
the sequence runs 1-2-M-4-4. In effect you have sl»-phase animation with jusl lour drawings 



THE INSPIRATION FOR Paul a animation tramea 
comes from simple observation "I know people 
don't really walk like that, but H they had to walk 
In four phases they probably would." Even so It's 
quite difficult lo create eight different characters 
all the sama sire, all In the same phases of 
animation and from the same viewpoint. This 
cute time bear Is one of the attempt! that 
eventually got the boot. He waa fust loo cute to 
stay In. 



38 



IN 



"0 



PROGRESS 



development 
began on ihe ST, 



PROJECT 

Gauntlet I 

the Amiga port-over has already overtaken 
it because il has Ihe benefit of a hardware 
scroll. "Most people tend to expect a lot 
more from the ST but really »« H o 
vamped-up Spectrum. In the end ifs a 
compromise between how much memory 
you use and how fast things con move. 
Either you moke do with simple graphics 
which take up o lot of memory or you have 
complicated graphics which still use up 
memory but you manage to take core of it. 
We've used complicated graphics out 
they're being moved all over the place all 
Ihe time to conserve as much memory as 
possible.' 

One of the main 
irritations has boon 



■h f If 



GRAPHICS 



THE VISUALS, developed using Art Studio, are Ihe 
responsibility of Paul Salmon (mainly sprites) and Lhns 
Collins(ma.nlybackdrops).Paulinporticularpretersgomg 

straight to the screen: "I'm a pointer. I car. dra w, but ft takes 
me a long time to get into it. The first half on hour .5 usually 
wasted and you've got no time for that when you re doing 
this kind of thing. Ifs also a lot easier to alter mistakes on 
screen ond save the bits that you like." Like the ST version 
Amiqa Gaunllet uses 1 6 colours, though there .s o full JU 
colour introductory screen. "If we used five bit planes the 
game would slow down because if d have to mask five bit- 
planes as well." 



the sprite masking. 
"Every time a spnle 
moves behind an 
object it halves the 
speed of Ihe sprite 
routine and slows 
the gome down by 
a factor of two." 
Paul himself de- 
vised the masking 
algorithm and, 
along with Ihe rest 
of the team, has 
managed to int- 
roduce many me- 
mory-saving ^BVH^^B 
devices. 

"We've tried to keep the speed up by 
arranging the sprites," explains Michoel 
Delves. "Where there's some spates 
masking they're usually balonced out by 
ordinary sprites." And so as not to deprive 
you of a crowd of creatures to kill, some 
rooms won't require any masking at all - 
they will simply be stuffed to Ihe bnm with 
bad guys. Twenty is Ihe maximum to keep it 
running in four frames - "any more than 
that and it goes mad." 

There's no need to hove the background 
moving as fast os the characters either. 'As 
in Gauntlet, the screen chases me player, 
but that's OK because you can't just run 
round anyway: there are always objects to 
collect and monsters lo kill on the wa Y-' 

So for Ihe boys have been astonished by 
the amount of graphics they have managed 
to squeeze in. Even so, o bit of pruning may 
be necessary before release date. 

Keeping track of characters' items may 
prove to be just too heavy on memory. They 
already had to dispense with collectiblepo- 
tions (in Gaunllet III all magic works 
instantly) and if things get tight some of the 
more obscure parts of Ihe londscope may 
hove to be sac- 
rificed loo. 

Meanwhile Soft- 
ware Creations' 
ambitions run high. 
The teams currently 
in the middle of 
moving into pur- 
pose-buill offices, 
programming So- 
lar Jelman for The 
Sales Curve, conti- 
nuing the hush-hush 
ROM Development 
work and last, but 
not least, getting o 
receptionist. ■ 




" E USE OF THE iiwd = «»•« «P ■<• ^^^"^^^tStST 

actually — .«>und waits - t«y simply waited MMM m» 
endowed with different degrees ot eleven— 




EACH OF THE EIGHT level* is being worked out 
ofi paper 'hen transferred into Ihe 
all-singing, ell-dancing Gauntlet 30 map editor, In 
planning, certain convert lion* nave lo be followed 
because of Ihe 30. For osaropkt. walls end 
(unction* can'l be positioned too ck>«e together 
because ot mashing problems The map editor 
allows heights and olner basic to be specilted 
and includes a mash generator to define the 30 
When Ihe user puts objects on the map Ihe 
program detects where a base is and how high It 
ta. How the player can walh around and behind «. 






of bones. Take a long, loving look, lor mrHnory problems may Me* In the crypt b*ng a.ed 



ISOMETRIC 30 
ALLOWS scope for 
more graphical 
compieilty end one or 
two puules Plans tor 

Level One's chapel 
include booby-trspped 
treasure, false potions 
and an obscure puuto 
which has something 
to do wilh a welt, a 
rope and a key... 




ALL GAMES AVAILABLE IN AMIGA & ATARI ST FORMAT 



Al nearly thirty pound* each, buying a 

computer game nowaday* can be anything Ihk fun. 

Hiii when you join Arcanum you ran enjn\ 
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THE ONE 



JANUARY 1991 



PROJECT 

Tumcan II: The 
Finol Fighl 

PUBLISHER 

Rainbow Arts 

AUTHOR 

Manfred Trenz 
(Design) 
Andreas Escher 
(Graphics, Design) 
Holgor Schmidt 
(Amiga 
Programming, 
Design) 

Thomas Enget (ST 
Programming) 
Julian Eggebrechl 
(Production, 
Design) 

Chris Huelsbeck 
(Sound) 

INITIATED 

May 1 990 

RELEASE 

AMIGA 

February 1991 

ATARI ST 

February 1991 

IBM PC AND 
COMPATIBLES 

N/A 



W 



HEN IT COMES TO shoot 'em 
ups, Turrican is undoubtedly 
_ one of the best: massive Boss 
aliens, hundreds of enemy formations, slick 
parallax scrolling - the works. It was 
applauded on both sides of the North Sea, 
knackered hundreds of joysticks and left 
tearful fans screaming for more. Not ones 
to lack a good marketing opportunity below 
the bell. Rainbow Arts decided to program 
a sequel . Across the waves in Dusseldorf the 
boys are already right up to their ears in 
Turrican II. 

But why call it Turrican? "Oh, I 
just picked it from the telephone 
book," explains design imp- 
resario Manfred Trent "There 
was this Italian name Turricano 
and I liked it. I always get titles 
that way: mere's loads of good 
material out there, you don't 
hove to bother making it up." 

Turrican II consists of five 
worlds and 1 2 levels with 
impressive seven-layer parallax 
scrolling, an ultra-high alien 
count and a hugely detailed 
main sprite. But, amazingly, just 
like Turrican, the model from 
which all the other versions take 
their cue originated on the 
humble Commodore 64. So far 
it's been Manfred's moin 
mochine (he programmed both 
Turricans on it) though Turrican II 
looks fated to be his last B-bit 
project. Soys Manfred: "First I'm 




4 



TECHnOPORil 

FRAME RATE 

Amiga; 50Mhx 
Aton ST 25 Mhx 
ANIMATION 

The main sprite 
comprises over 60 



man Bnd 
Superman 

Is it a bird? Is it a plane? No! It's Turrican. 
And he's back, harder than ever before. 
Kati Hamza dug up gold at the end 
of the rainbow. 



! 



animation Iromes. 
DATA 

Because everyone a' 
Rainbow Arts holes 
disk swapping it was 
part ol me plan lo fit 
everything an I a one 

disk nght 1 *- 

start. The 
vemon fe 
1 .2Mb of 
compocle 
you were 
de-crunch 
would coi 
We're no 
its trve. V 
lo do il w 
away, die 
research, 
and sorto 




I x - II STII £~ 
j\ _A J* 







TOUGH. MEAN AND of. dtallnclly Mai Ian origin. Tufrican't main sprite Mat 
60 frame* ot animation |ust lo walk and tire hla gun. That'* 14 tor 
mo*amanl In both direction* and 32 tor directing tha lightning tle»h. And 
tnere'a mora... Furthar frame* ahow him lumping, falling and tranatorming 
into a gyroacope. 




fi 




THE STORV SO FUR. 



IT'S SIMPLE. Fresh from having laid the three-headed, 
moustache- twiddling villoin Morgul lo rest, Turrican is 
called upon save the brave, beleaguered planet Londorin. 
Weak and generally rother stupid, the Landorins are 
holed up deep inside the planet, surrounded by the wicked 
henchman of an evil machine and its tyranny- spreading 
satellite. They just have time to send out an SOS before 
they retire to their caves to cry. Luckily Turricon is out there, 
listening... 



JANUARY 1991 



THE ONE 





WORLD ONE. LEVEL ONE and the landscape 
reminiscent of Turrican with one or two added 
twist*. No longer does falling down a watortal' 
Wed id instant death; If you are lucky you will 
P'obeoiy find a foothold down there. 



iff 



m 



IN ADDITION 10 a whole range of man-eUe 
metal creepy crawl les. mutating bombs and 
chain-mail dragons. Turncan II comes with 11 
artificially Intelligent Boss aliens designed to 
respond to your evasive actions and thwart them. 
They are cleverer than they were in the original 
and a lot harder to beat. This metal monstrosity 
is "(led straight trom World Two. Level Two. 



GRAPHICS 



taking live weeks' holiday. After that I'll start 
on something for the Amiga or the ST." 

Everything Turrican had, Turrican II has 
loo - only bigger ond better: "There are 
more aliens, better weapons, bigger 
playfields, more intelligent end-of-level 
monsters and more special effects," 
enthuses Manfred. Turrican's third world 
featured a vertically scrolling psuedo shoot 
'em up section. Not to be outdone, the 
corresponding level in Turrican II has our 
pistol -packing hero actually looping into o 
space ship and blasting seven shades of 
xenoplasm out of wave after wave of alien 
attack. 

It all fits in with Marifred's theories on 
what a good shoot 'em up is all about: he 
has done his best to produce exactly the 
kind of game he'd want to play. "It's got to 
have loads of spectacular aliens." And the 
bigger the bad guys, the sexior the guns 

Turrican'salready impressive arsenal has 
been massively overhauled and improved 
- Manfred hos kept the best of the original 
ond augmented it. Standard weapons 
(loser, multiple shot and beam weapon) 
now come in four (rather than two) different 
sizes, and instead of mines Turrican now has 
bounce shot. The ultimate defensive 
weapon is still to transform yourself into a 
lethal metal gyro- 
scope capable of 
mowing down 
everything in its 
path, though this 
time around it has 
even got the poten- 
tial to lay little 
bombs. Manfred's 
piece de resistance 
however, is a totally 
new hardware 
addition partially 
inspired by the 
Lotus Blossom 
weapon ot the end 
of The Last Star- 
fighter: a massive 
spinning gyroscope 
which fills the screen with an extravaganza 
of bullets, energy beams and spray shpi. 
THE MegaWeapon. 

In terms of screens Turrican II isn't any 
bigger than Turrican, but Manfred insists 
that he's managed to cram in more than 
ever before. The landscape is more 
complex, there ore more hidden chambers, 
speed-up stages, and what he enigmati- 
cally describes as "lots of very new features, 
some of which you moy never have seen 
before." When pressed on exactly what 
these ore he remains tight-lipped - 
"They're secret". 

Some of the ideas for Turrican H's 
improvements were already kicking 
oround when Turrican was under construc- 
tion. There were a lot of idoas which I just 
couldn't fit into Iho original because of the 
time factor. Since then I've picked out who' I 
thought was good in Turrican and what I 
thought needed to be improved." 

When the original was released players 
responded in droves. Most demanded a 
sequel, □ lot were willing to give critical 
advice. Manfred has tried to include the 
best of their ideas though some of the 
features they wanted were just too hard to 
realise. "So many people wanted so many 
different things I couldn't please Ihem all. In 
the end I just did the best I could." 

The best is almost all new code sweated 
over by Amiga programmer Holger 




LEVEL DESIGNS are mainly chiselled out by 
Manfred in conjunction with Julian, artist 
Andreas, and Hoiger. Manfred Implements them 
first on the CM using sprite, level and alien 
editors and then hands the raw data fllea to 
Molger to be proceeaad. "After that If we want to 
change anything on 16-bH we change It to raw 
code. We're a bit Uuy so we never got round to 
writing our own editors. " Sometimes Holger 
wishes he had. because they wanted to exploit 
the Amiga's potential Id the lull Ihere are several 
teatures which were altered exclusively for the 
machine. 



BOTH AMIGA AND ATARI ST versions use 1 6 colours, 
though by clever manipulating ond some rustling about in 
Rainbow Arts' bottomless bag of programming tricks, artist 
Andreas Escher has managed to bump that up to oround 
120 on the Amiga. "It's written in 16-colour mode," 
explains Julian Eggebrechl, "because 32-colour mode 
would use up far too much memory. There'd be too much 
processing time to run it at 50 frames as well. Anyway, we 
weren't going primarily for presentation. From the start 
what we were oiming for was excellent gameplay, so 
when it came to choosing between 50 frames, parallax, 
animation and 32 colours, it was the colours that had th 
lowest priority." 




631- M- 

in 

ft 

HMD 



PICKUPS MAKE metal-crunching easier 
Revealed by head-butting invisible blocks or 
shooting pods obligingly airlifted In. you can turn 
your basic bullet-belching weapon into 
something In an all together different class. The 
more power-upa you get the greater your 
potential to malm - most weapons come in tour 
different strengths and are aided and abetlsd by 
handy Items such as laser beams, smart bombs 
and shields. Note the variety ot satisfying 
explosive effects. 

Schmidt, veteran Denaris, R-Type and 
Masterblazer programmer as well as 
author of lots of in-house tools for the 
Amiga. "All we really kept were the scrolling 
routines. Everything else was optimised and 
rewritten because we needed moro 
processing time for the sprites ond 
animation." 

Programming is aided ond abetted by ^ 



42 



T 



PROGRESS 



THEONE 



JANUARY 1991 



PROJECT 

Turrican II: Thi 
Final Fighl 



SOUHD 



► Rainbow Arts' 
own development 
system - Pegasus. 
According to Producer Julian Eggebrecht, 
the trickiest aspect so far has been 
perfecting the scrolling. "On the C64 you 
have choractor mould which means you've 
got moro scope to do a voriely of different 
things. Action games consist of patterns of 
little bytes like a jigsaw and on 1 6-bit you 
waste a lot of time just by building up the 
screen. Hardly anyone has tried multi- 
directional scrolling in 50 frames before 
and at first we didn't think that it would work 
- most action adventures run in 25 frames 
or even 1 7 - but eventually, using a lot of 
tricks, we did it." 

With this bog of tricks the team has aimed 
for arcode quality. The finished version will 
feature two Megabytes of graphics. 1 500 
screens ond 1 0 speech samples. There ore 
also a couple of elaborate X-Oot-style 
graphic sequences planned for the beginn- 
ing and end of the adventure. "It's pari of 
what makes a good shoot 'em up because it 
sets the atmosphere for the whole game/ 
Manfred reveals. 

"What we didn't want to do however," 
explains Julian, "is 
sacrifice presenta- 
tion to ployobility. 
For exomple we 
had lots of parallax 
on every level but 
on World Two 
there were so many 
aliens as well it was 
slowing the game's 
speed down to 
25Mhz. So we 
decided to keep the 
parallax on Worids 
One and Three and 
just simplify it on Worid Two in the interests 
of payability." 

Manfred is modest about il all: "I've never 
done anything as complicated before but I 
think you could put Turrican II in an arcade 
machine and nobody would see the 
difference." He means the Amiga version 
but if everything goes to plan the ST version 
should be just as impressive. It only runs ot 
25Mhz but should feature all the sound, 
parallax and speech samples. How have 
they managed it? "Oh, we just went and 
found someone really clever." 

That someone is Thomas Engel, as Julian 
explains: "He's managed it not via tricks to 
hardware scroll because that takes too 
much memory. Instead it scrolls the normal 
way using eight buffers and by pre-shifting 
all the enemies in memory. He's also got a 
few more tricks up his sleeve but we're not 
prepared to reveal those." 

What of the future? II looks like Holger, 
who's always complaining about the 
Amiga's limitations, may* be headed for 
consoles, specifically the PC Engine and the 
Sega MegaDrive. Ifs an ambition that 
Manfred snares though his first task is to 
spend six months really getting to grips with 
the Amiga before embaricing on his first 
project, which is already scheduled to 
feature 32 colours and run at 50Mhz. 
"Whatever il is, I'm staying faithful to action 
games because that's basically what I like to 
play." ■ 



m 



REMEMBER THESE 
unit m*ui armadillos? 
Like mafylhlng else, 
the second it me 
•round they have 
bun impfoved In 
emergencies an eg Me 
warrior can balance 
aafafy on Ihalr Backs 




THIS GUN-TOTING GIANT pounding the floor at 
the and ol the first laval Is no piece ol cake. Not 
only does he Map about causing lethal pieces of 
the cavern roof to tall and plaice open your skull, 
his gun la cleverly placed to deflect your 
all-purpose lightning Mast erf lash. 





!_ r^l 



ur cnonnel music 
clipped Germanic 
in 



TURRICAN II features simultaneous 
and sound effects - mere's even a 
speech sample to identify every pickup you select. It's a 
the capable hands of veteran Rainbow Arts man Chns 
Huelsbeck and his specially developed in-house utility 
TFMX. "TFMX's biggest advantage is that it doesn't just 
enoble you to use sampled sounds, it allows you to modify 
them like a synthesiser. So from one single sound you can 
say, 100." 



30 

ffi mm 



u 



lI- 
CS" 
LS" 



A HARD MAN NEEDS 
hard weapons- There 
are now four different 
grades of laser (top) 
and the continuous 
lightning weapon now 
comes with a wave 
effect in 16 directions 
(bottom): at full blast 
We as high as the 
screen. 

SCOPl" 




LIKE Z-OUT. Turrican II has Ita undersea level complete with gulping fish 
and quivering jellyfish. Other world themes Include high-technology and a 
huge engineering structure full of hundreds of moving parts. 





THE MEN BEHIND the magic - Turrican Ifa development 
Julian Eggebrecht. Holger Schmidt, Manfred Trent Cnrla 



team. From left to right: Andreas Esther 
Muelsbeck. and Thomas Engel. 





41 



your father's Been murdered; 









best 











nexus you 've had 



for 




THE 
ONE 





Jrom%ginbird. 
J? z^e/? of intricate possibilities - But fair 

isn 't one of them. 







MASTERS OF STRATEGY 



JAN 

1991 



The city's alive, an electronic jungle, a million windows dance wii 
the projected patterns oi multi-coloured imagery, the corridors o 
power echo with the sound of digitalised technology as countless 




At. :im 





fir i 



MURDER! 




.... 




ifi.nh.u<int' 
nnioM 





f™ "i? 








X? 




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V 



uaui 



JAN 

1991 



MURDER 

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OPERATION HARRIER 

Atari ST. Amiga & PC & Compatibles 

• features unique (fOTOSCAPE 
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• Ad Ob and Roland sonic support 
(PC version). 





THE ONE 




LEMMINGS 

DMA Design 
And Psygnosts 

AMIGA 

PRICE £24.99 
OUT Now 
GRAPHICS 
SOUNO 93% 
PAYABILITY 97% 
VALUE 94% 

OVERALL 

96% 




ATARI ST 
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UNDER THE 
MAGNIFYING GLASS 

WHOEVER SAID Lemmings tiad 'To Let' lot 
brains obviously hadn't looked close enough. As 
this exclusive Under The Magnifying Glass' 
picture ■how*. Lemming* hue a though tin 1 side 
Id Iheti personality 




BEFORE VOU GET lo tactile a landscape a •mall 
overview ol It it given Additional handy tacit 
provided Include the quantity ol Lemming slock, 
the percentage to be saved, and the minimum 
rata lha little buggers are released into the world 
in question You can increase the release rats 
during play, but It's not such a good idee to have 
loo many Lemmings wandering around loo soon. 




Laurence Scotford, Gary Penrv, \ and Kati Hamze 




MALL. FURRY AND STUPID. That's your average 
lemming lor you. But these Lemmings aren'l- 
| lurry. These ate Lemmings with a capital V. 
Lemmings with a big V behave pretty much like 
yer actual real life cute 'tY cuddly creature. Their pur- 
pose in life is uncertain, although it seems as though 
they derive great pleasure from wandering around 
aimlessly, without a care or thought about their 
surroundings. 

But now Lemmings have the opportunity to show the 
world what they are really made of Iquite literally when they 
happen to miss their footing above a hard surface!. 

The fact of the matter is, once these little fellas get it in 
their heads to go on a walkabout, they do just that and they 
don't stop - no matter what's in the way. Trouble is, there 
usually is something in the way, and it's often deadly. 
Fortunately Lemmings are not completely useless, for they 
can perform quite clovor tasks when pushed. And that's 
where you come in. 

The trick is to ensure that the Lemmings in your care get 
home safely. And the most grown up way to do that is by 
giving individual Lemmings specific tasks to perform. But 
this isn't easy when the little bleederssimply refuse to stand 
still. Worse still, there are only so many jobs to go round. 

Ultimately, one or two of the cute rodents have to be 
sacrificed in thecause of Lemmingkind, but you can't afford 
to be too blase about sending the diddy dorks to their doom. 
If a high enough percentage of them don't make it back it's 
curtains for you as a Lemming minder, leaving the clever 
people to reap the rewards of the bonus points on offer. 

There are 100 'situations' to resolve in Lemmings, and 
though initial impressions may load you to think otherwise, 
the solutions are all e-lemming-entary. 




CREEAAAK! The 
doors from another 
dimension open up 
and slowly but surety 
the Lemmings drop 
oul and immediately 
start walking. Be 
quick wiln your mouse 
movements and save 
the day 




SEE THAT PANEL at the bottom ol the picture The one with all (he Icons. Those are whet are used 
to art act the Lemmings and their surroundings. Apart Irom the eight jobs, there are Icons lor 
increasing and decreasing the release rate, pausing play (which gives you breathing space to scroll 
aiound a bll and aaaess the situation), and causing all Lemmings 10 self-destruct The function ot the 
simplistic map to the right ol the Icons should be obvious. 



LABOUR FOR LEMMINGS 

NINE THINGS that lemmings are exceptionally good at - apart from 
dying that is. 



WALKING 

Walking is whal lemmings do when they aren't 
doing anything elae. They are fairly unimaginative 
about It though they walk in one direction, until 
ihey hit something and turn around, or stride inlo 
something deadly 



CLIMBING 

One way ot getting peel solid objects is to go 
over Ihe top of them These little chaps |usl dig 
(heir claws in end haul themselves up even Ihe 
sheerest of faces. Then there's getting down Ihe 
other side Lemmings can't climb downwards so 
it's a good |ob Ihey are more than capable of 



FLOATING 

Although the little darlings can faN short 
distances without hurting themselves, long drops 
are a sure way ot making Lemming Jem. So 
sure they are equipped wrth sky-diving 
peer first' 





REVIEW 



nza -vent walkabout with what looks set to /> e 

^ wjk come the most 




or 

of computer 
entertainment ever. 




USIQUE NON-STOP 



III 'M'l dV 

m Can, How Much Is Thai Doyijy 
inflow. 10 Green Bottles. She'll Be Comii 
und The Mountain When She Comes 

01s pf silly lui n-i-i, " DflV.i'C 
ly hijci ■:■ niup st'leutlon o 




I 



I 



BASHING 

Or Horizontal Digging The sharp claws o> I tie 
Lamming are wall adapted lo burrowing. Thle 
remarkable craalura. when laced with apparent I y 
Impassable obtects, un»heathes its natural 
digging toola and tunnels through all but the 
hardest bedrock. This fascinating sight la surely 
one of the moat endearing and inspiring 
demonstrations of the beauty ot Lemming tile on 

Earth. 




BLOCKING 

As we all know .Lemmings just can l ignore I ha 
lure ol a cliff edge and are quite happy to go 
dropping to their doom given halt a chance. So 
It's useful to enlist one or two strong willed 
individuals to act a a lemming end-stops and 
prevent I heir fellows tram taking the plunge 
Unfortunately (he only way to remove Blockers Is 
to eiploit their capacity for... 




MINING 

Or Diagonal Digging. Yes. not only can Lemmings 
dig through objects they can also tunnel under 
them. The only problem Is. their 
slngte-mlndedness still gets In (he way. They 
haven't quite learned how to tunnel back up 



DIGGING 

Or Vertical Digging 
Lemminge like to do two things. 
They both begin with V, 
They Mka to Dig down In I he Earth, 
And Diva Into the seal 




EXPLODING 

There are limes when socrf Ices have to made In 
the name of the greeter good. How do you get 
rid of unwanted Lemmings'? No you don't put 
them into cere... you blow them up. Once given 
the command to aell-deetrucl a Bomber counts 
down from live lo zero before exploding in a 
shower ot Lemming bits and taking a bite sized 
chunk out ol Ihe landscape at the same time. 



BUILDING 

This form ol higher engineering is something that 
Lemmings are |ust getting to grips with They 
have learned how to stack bricks upwards, but 
not beck down again Unlortunatety they can only 
carry 12 brlcka at a time, and when they use 
those up they try their new construction out lor 
slie, ready or not 





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REVIEW 



LEMMINGS 

DMA Design 
And Psy gnosis 



THE ONE 



JANUARY 1991 



LEMMINGS: 
THE UNTOLD 
TRUTH 

THE ORIGINS Of 
Lemmings Wflf 
vague, but many 
leading gynecologists 
believe lhai Lemmings 
"have probably been 
around for auite a 
While Only now. are 
Lemmings standing up 
to be counted 

It's a widely believed 
lact among the 
K>«ni>tic fraternity that 
one species of 
Lemming has actually 
evolved into more 
human-like lorm One 
top Lemming expert 
who refused to be 
named threw up these 
quite startling 
observations. 

James Bond author 
Ian Hamming's reel 
name was in fact ten 
Frank lemming. M 
doesn't take a genius 
to see how easily a 
mistake was made. 

Success lor Jane 
Lemming was always 
on the cards, but it 
look a change of name 
and hai'style to 
become a lop 
television personality, 
better known as Jan 
Learning . 

•One day you'll be a 
big movie itar." 
someone once told 
leading Hollywood 
heartthrob Jack 
Lemmon (real name 
Jack lemming). 
And he is. 

WILL THE 
REAL 
LEMMING 
PLEASE 
STAND UP 

THE GENUINE 
LEMMING Ismail T| i» 
a small rodent, closely 
related to the vole 
Thrs Utile beast is 
about three to el* 
Inches long and lives 
in the Arctic tundra. 
Not surprisingly it is 
well adapted to severe 
conditions. The 
lemming population 
undergoes a 
fluctuation in growth 
every three to four 
years la characteristic 
of many small 
mammals of this ilk). 
This leads to a mass 
migration in which 
surplus lemmings in 
an over -populated 
area emigrate lo lind 
new land it they 
reach the sea before 
they find a suitable 
area they stmply 
continue headlong 
and drown. 



THE ART OF 
RODENT DESIGN 

DMA DESIGN is the team behind 
Lemmings. And they are . , . 

Dave Jones (Programming! 

Gary Timmons (Animation) 

Scott Johnston (Graphics! 

Brian Johnston (Music) 

The story of Lemmings begins over a 
year and a hall ago. DMA Design had 
wanted to do a game that was really 
playable, and were mulling over ideas. 
Then Gary Timmons created a DPaint 
animation that showed a gun on cliff 
and lots of little guys walking up and 
being blasted. 

The team thought that if the player 
could control the little guys and get 
them to do lots of things at once toavoid 
mass mayhem they'd have a really 
playable game on their hands. "That's 
really what we're trying to do now - 
produce really playable games." says 
programmer David Jones. 

The next six months was spent 
designing gameplay before any coding 
was dona. The actual programming 
began in June this year, and because 
the concept had been very carefully 
planned it was blitzed very quickly. 

The Lemming sprites are very small, 
but this was a very deliberate design 
feature. "We wanted to try and make 
the sprites as small as possible but still 
have nice animation," says David. "I 
think the fact that there are so many of 
them makes them appealing. They're 
all small and cute and so vulnerable." 

The team had big debatesabout whal 
to do with the two player mode. Should 
the players be controlling the same 
Lemmings? Finally it was decided to 
give each player different coloured 
Lemmings. To add to the interest, on 
some of the later screens it's essential 
that the players help each other part of 
the way before starting to delay each 
other. 

Understandably, DMA Design is well 
chuffed with the finished product. Dave 
explains: "We wanted to keep it quite 
simple. Eight abilities is iust about the 
right number. Only six of those take 
effect straight away and two don't. 
Lemmings has an instant appeal - 
anyone can get into it. 

"What we've done is pitched all the 
levels for the above average player. 
How many Lemmings you rescue and 
how quickly you do it affects the 
grading ■ easy, medium end hard. All 
the levels are set at 'hard' - whal we do 
is make them easier for anyone doing 
badly by giving them a few more of the 
skills to play with." 

The possibility of a second Lemm- 
ingsleveldiskdependson the original's 
success. "We'll see how it goes," says 
David. "If enough people start to 
consider themselves shit hot then we'll 
do some really tough ones. We haveour 
own in-house levels, and most of those 
are extremely difficult. But we don't 
want to do a construction kit. 

Still, Lemming lovers will be pleased 
to know that DMA is already working on 
Lemmings II. The soquel will have 
larger Lemmings to show off the 
animation a bit more. 



AND STILL TO COME... 

AS WE SAW IN Issue 24, DMA Design 
also has two other projects on the boil. 
Walker is destinod to appear in 
January, and is currently being prog- 
rammed. It's an impressive-looking 
shoot 'em up using advanced 3D 
bitmapped images, which DMA hopes 
will be the ultimate blaster. 

Cutie Poo on the other hand is an 
interactive cartoon also due for release 
in February. At present DMA is looking 
at ways of compressing the huge 
number of animations involved*. 

Another project that DMA had been 
working on, Gorelsee Issue 18). has had 
to be shelved indefinitely. The artist 
Tony Smith lives in Kent, and keeping 
the project going while communicating 
over that distance and working on other 
projects was a little too much to 
manage. 

LEMMINGS QUESTIONS 
FOR YOUR MOTHER (WITH 
PROBABLE RESPONSES) 

-Mummy, what's a group of Lemmings 
called? 

"A pact. That's right, as in 'suicide pact' 
No no no. that's a lie But let me take this 
opportunity to tell you of many other 
unusual collective nouns. Like a bevy of 
quails... a charm of finches or, indeed, 
goldfish... an exultation of larks . a kindle 
of kittens... a mob of kangaroos... a 
muimuration of starlings... a plump o( 
water (owl... an unkindness of ravens...* 

"Mummy, where do Lemmings come 
from? 

"Well, there aren't any Mummy Lemmings 
and Daddy Lemmings. Lemmings are 
special Baby Lemmings are often found 
under Lemming bushes. Sometimes the 
Lemming Stork delivers them,* 1 

"Mummy, when a Lemming dies does it 
go to heaven like all good little girls? 

"Don't be soft. They burn in heft - like 
distress tlaies " 



flfeiu-iiif-Lm 

iMl H» Thw o* Qf Only WW 

g: * C' ;»r<- yn 1? Lrmirm ' 

>rrn 0\intr twit 40 I C*«" I r*".t 
Bel col- Bat* SO 

' Vvtt Code • tWWTWIJ 




THE UNEXPECTED HITS 
YOU BETWEEN THE EYES 

IT CERTAINLY DOES in Lemmings, as David Jones 
explains: "We've included a few surprise levels, but 
I'm not going to tell you what they are. Let's just say 
you'll come a cross one of them and you'll go 'Oh'." 

Then there are the traps... "Every world has weird 
and wonderful traps - like those rope traps, where 
you step into them and get pulled up in the air. Erm... 
spikes come out of the ground, boulders fall from the 
roof... I don't want to give too many of them away. It'll 
spoil the surprise." 



THE TWO PLAYER version of Lamming* la a real 
hoot. Ai you can sea, the screen la split in two 
boin windows scrolling around Independently ol 
each other. One player looks after I ha green 
Lemming*, ine other minds blue. Business Is 
pretty much the same as usual, only there's more 
□hen than nol plenty ol interference with both 
parile* on screen at once. You also get to keep 
any ol the opposHlon'a Lemmings you manage to 
entice Into your abode. 



CRUNCH! A Lemming 
gets caught In a trap. 





SQUELCH 1 Mashed 
Lemming courtesy of 
a 10 Ton Weight. 



SPLAT! The best way 
to make Lemming 
Jam - let It fall too 
tar. 





LEMMINGS may not look too impressive 
when static, but the visuals really are quite 
superb. The Lemmings' animation is 
delightful - it'shardtobeliovethatsomething 
so small can have so much character. Any attempt to 
imagine the bouncing green haircuts, quivering limbs 
and spectacular death spasms in time to London Bridge 
Is Falling Down is bound to fall short of the truth. Sound 
too is excellent, with an effective mix of speech ('Let's 
Got' and 'Oh No!'), appropriate spot effects, and 
irritatingly memorable tunes. There's only one problem 
with Lemmings - it's too addictive by half. Don't play it if 
you have better things to do. You won't ever get round to 
doing them. 

THIS ONE'S every bit as compulsive as its 
Amiga counterpart. It's approaching com- 
pletion and should be released this coming 
January. 



ST 



PC 



ONCE AGAIN, there are no major payability 
differences. Hercules, CGA. EGA, VGA and 
Tandy owners are all catered for. along with 
Roland and AdLib supporters. 



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+ [55 




JANUARY 1991 


THE ONE 


TIPS 





Simulcra 

Graftgold's Steve Turner has some 
much-needed advice for anyone driven 
Simulcrazy. 

H THERE ARE MANYdifferentwavstotackleSimulcra. 
The tactics to choose depend on your skill and 
situation. To progress through the levels it's 
important to assess your priorities at any time from the 
following... 

it Locate and destroy the next power generator. 

ii) Build up the SRV's capability. 

iii) Seek extra lives, 
ivl Kill the enemy. 

v) Get a pod to update your restart position, 
vil Survive. 



KNOW YOUR 
ENEMY 

PARKED FLYING CRAFT 

Try to destroy Ihem before they take off. 

THE MOIHERSHIP 

Sooner or later you encounter the Mother ship. II 
follows you. generating aggressors, and It can 
take many hits. The best way to deal with it Is to 
ram It In the air. 



MONOLITHS 

These Hack Mocks drain your shield energy very 
quickly. Approach them slowly so you are just in 
laser range and then shoot them. Remember 
where they are because stumbling on one is 
always lata). 
HOMING WEAPONS 

Retreat as last as possible and shoot at them. 
Most have limited range end can be outrun. Use 
the ECM II you have one. H i tun to have a crew" 
to control all the keyboard functions at steering 
with one hand is Iricky. 

FRISBV onoios 

These drotds fire Frtsby-Uke homing 
weapons at you. Try to approach Frisby Droids 
so you can deal with them one at a time. Also, 
try to shoot the drord rather than the weapons. II 
you miss, retreat, deal with the missiles, and then 
try another attack run. 




BEACHHEAD 

Generally speaking, start off by cleaning up your initial 
surroundings by eliminating the enemy and picking up 
the pods to build up the SRV. Now hunt the power 
generators. On the way. cull a few aggressors and pick 
up the odd pod. If you leave a pod before it shrinks it 
becomes dormant, so you can return and use it later. 
Pick up all the pods until you have a TAD, then you will 
know the contents of each, allowing you to determine 
whether to risk a tricky pickup. Only use the pods you 
need. 



FLYING 

Learn to fly when a level is almost cleared. Practice a 
few emergency stops and starts, flying slowly at first 
and then at top speed. It's worth getting the knack 
because the feeling of flying through the enemy at 
maximum speed, dodging between towers and picking 
off easy targets is exhilarating. There is always just 
enough time to turn or stop if you come to a dead end, 
but you must act quickly. The enemy is outclassed 
when you fly, so they should present no problem. It's 
also far less dangerous - at least, until a few shields 
are lost. Then it's time for a safe landing and a rebuild 
of power. 



RETREAT 

When shields are low your priority should switch to 
survival. Fly back to a hull or power pod you left 
behind, or seek easy kills until a power pod is given. 
Sometimes it pays to leave an area until you have 
missiles and a TAD. On the later levels you can be at a 
severe disadvantage without missiles as the enemy take 
several laser hits to kill. 



LIVES 



To get to higher levels it's important to collect many 
lives on the early levels. When one power generator is 
left, have a scout round and pick up any lives or useful 
pods. There is at least one extra life on each level. 



STRONGPOINTS 

When a power generator has been located, try to make 
a kill and pick up a pod. Now if you lose the craft you 
are restarted at that point. Make a few fly-pasts, 
taking potshots at all and sundry but trying to stay out 
of trouble. When a suitable landing site is found, take to 
the ground and systematically destroy the defences 
(which are usually heavy around a generator). It's 
essential to keep moving when attacking many 
opponents. The worst thing is to sit on the spot and try 
to zero in your weapon before the opposition does the 
same. You may beat one gun but four more may be 
targeting you. Drive toward the enemy as you aim. If 
you run out of space simply go backwards again. 
Repeat this until you get your shot on. Occasionally, 
and especially for the last generator, it's worth risking a 
suicidal head-on attack on a generator, firing a 
missile at point-blank range and flying through 
the debris. 

BLITZKRIEG 

Fast and furious attacks on the ground or in the air are 
fun. One of the favoured methods of finding a power 
generator is to storm along a power barrier at high 
speed from the previous barrier. 
Usually this leads to the next 
barrier. Learn to recognise the edge 
barriers. Barriers you can shut 
down never merge with the edge, 
and the edge has red pylons. It's 
best to fly along barriers that can 
be shut down as a power generator 
must be there somewhere. If you 
reach an edge, turn around and go 
the other way. It's worth flying 
behind a degenerating barrier and 
follow the sparks. This often leads 
you through the once-blocked path 
to the next area. Keep an eye on 
the barrier in case it turns towards 
you. Just be ready to steer away 
rapidly. 



MAZES 



The later levels usually require much backtracking, so 
it's useful to leave many aggressors as a supply of new 
parts. The maps displayed do not show every power 
line in the distance. Explore along power lines following 
the barrier around the maze and you eventually come 
to an exit or power generator. To get around, ignore the 
floor and travel in straight lines to keep your bearings. 
If you have no boost, skip on the void in the direction 
you wish to go. This is a fast method of travel but you 
have limited steering. Keep one hand near the 
take-off button and press it whenever you land 
on the ground. Follow barriers, skipping on the void 
rather than steering around the floor maze. 





DOGFIGHTING 



If you are attacked by airborne craft there are few useful 
tactics to employ. If they can out-turn you, land 
to improve your turn rate. If an enemy is approaching 
you from behind, try decelerating, but be careful to 
steer so the craft doesn't ram you. Usually it flies past 
into your sights. Learn which are the dangerous aerial 
attackers and deal with them quickly. Try leading 
attackers into minefields or towers. They have no ability 
to steer around things. 








Time Machine 



Having difficulty timing your travel? 
Here's Vivid Image Developments to 
tell you how to get back to the future, 
past, and present... 

LL YOU NEED TO KNOW before we begin is a brief 
explanation of the terminology used for the Zones 
and Screens within. Zone One, Screen Three is 
represented by 1.3 (the horizontal strip of screens is 
numbered from left to right, so Screen One is to the far left). 
And as fate would have it, you do in fact start by the geysers 

CREATION OF ZONE TWO 

Transporting the mammals to the cave in 1.5... 

Go to 1.2 and place a Travel Pod there. 

Go to 1.5 (use the Pterodactyl to cross the river) and 
place another Travel Pod by the cave. 

Go back to 1.2 and use your Beamer to stun a 
mammal. Stand next to the stunned mammal so it is 
displayed in the 'Look* window. Now transport yourself 
and the mammal to the Pod in 1.5. 

Repeal the above several times. You can have up to 
16 mammals in the cave at a time. You may transport 
mammals even after you have created Zone Two. 

Go to 1.3 and block the geysers. 

You should now have created Zone Two. 



THE CHEAT MODE 

First, get a good enough score to access the high score 
table. Now enter DIZZY instead of your name. The next time 
you play you will have unlimited lives and access to all 
zones. Use the keys 'A' and 'S' to select screens ineach zone. 




REPAIRING THE 
TIME MACHINE 

Recovering the crystal unit for the 
Time Machine... 

Kill a few terrorists in 5.5 and wait 
for a bomb. Transport this bomb to 
1.1, next to the rock with the crystal 
in it. Ignite the bomb to dislodge the 
crystal from the rock. You won't be 
able to find the crystal in the swamp 
as it is too deep. Search for it in 2.1 
instead. Place a Pod in front of the 
Time Machine and transport the 
crystal to it. 

Switching power to the Time 
Machine. .. 

There is a power switch on top of the 
building above the 'VID OIL' sign in 
5.1. Use the Pterodactyl to land on 
top of the building. Use your Beamer 
on the switch to turn the power on 
and off. 

Make sure you place the crystal in 
the Time Machine BEFORE you 
switch on the power. 

Now all you have to do is get 
inside the Time Machine and 
perform a pick up at it. 









CREATION OF ZONE 
THREE 

Making a fire by the cave in 2.5 to keep the apemen 
warm (note that fire lasts longer in the green area)... 

Place a Pod by the cave. 

Go. to 2.2, find some wood and transport it to 2.5. 

Go to 2.1 and stand in the middle of the screen on 
the solid patch. 

Go to 1.1 (change zones). 

Transport the flame to 2.5 to ignite the wood (if the 
fire goes out, simply reignite the wood). 

Unblock the geysers to warm up the planet. Note that 
the Yeti does not like the warm planet so it tries to 
block the geysers. You can feed it by transporting 
apples from 1.2 or fish from 3.4. This should keep it 
happy for a while. 

You should now have created Zone Three. 

Planting the seeds in 2.4 (this helps in later zones)... 

Place a Pod on the river bank (in the green area by the 
existing plants). 

Transport the apples from 1.2. 

Repeat for both of the river banks. 

CREATION OF ZONE 
FOUR 

Transporting the round wheel from 3.2 lo 3.5... 

If you planted the seeds in 2.4 you should have trees in 
3.4. You need to break the branches of the trees to form 
a bridge. You need the bridge to take the wheel across 
the river. The bridge is also needed in later zones. 

Use the Pterodactyl in Zone One. As you cross the 
river, change zone at the appropriate place so that you 
drop on to the branches. Repeat for both of the 
branches. You can now take the wheel across the river 
to 3.5. 

HINT: A quicker way of getting the wheel to 3.5 is to 
carry it to 3.3 and enter the hut. You reappear in the hut 
in 3.5. Now walk up to the square wheel and drop the 
round one. 

CREATION OF ZONE FIVE 

Destroying the Goliath... 

Get a powder barrel from 4.5. To avoid the cannonball, 
stand in the middle of the screen in 3.5 and change to 
Zone Four. 

Take the barrel to 4.4 and drop it as close as possible 
to the right-hand side of the bridge. Place a Pod near to 
the barrel and wait for the Goliath to get near to the 
right-hand edge of the bridge. Now transport the flame 
from 1.1 to the barrel to ignite it. This destroys the 
Goliath. 

Revealing the oil's source... 

Take another barrel from 4.5 to 4.1. Drop it next to the 
moving rock (the oil's source). Place a Pod close to the 
barrel and ignite it to dislodge the moving rock and 
reveal the oil's source. 
You should now have created Zone Five. 



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THE No. 1 BEST SELLING 

TEAM YANKEE IS THE DEFINITIVE 
ACTION SIMULATION OF MODERN TANK 
WARFARE. 

"TEAM YANKEE THE CRITIC'S CHOICE" 

AMIGA FORMAT 

• Team Yankee's a real challenge. 

• A fascinating exercise in modern war. 

• Team Yankee presents a game, in a 
sim's clothing, which when dealing with 
tanks has to be the perfect approach. 

ACE 

• The implementation of Team Yankee is 
superb. 

• The blend of thought and reflexes 
required to play Team Yankee is exactly 
right. 




Team Yankee is designed 
io lest your leadership 
and tactical skills to the 
quick. You can display 
in either "quadrant mode' 
where all four platoons 
may be controlled at once 
or 

Full-screen Mode where the 
display homes in on just one 
platoon. 





You have the flexibility to display 
either an overhead map view of the 
surrounding area, a simulated 3-d 
view of the|battlefield, or a status 
screen showing the performance of 
all vehicles in a platoon. Irrespective 
of which screen mode you choose during 
battle, there is a constant column of 
information to the right of the screen 



To the right of (he 
compasses are 
live icons wh*ch 
represent the 
various types of 
weaponry available 
lo the uni 

The major capeo-l'ty on 
the quadrant map screen 
<i lo oiler the movement 
and lormetion ol any 
piaioon The whole of the 
map may M viewed at 
once r or you may zoom 
into any portion of the 
battlefield usrng ihe icon* 
io lite right of the map 



T FORMA" 

• Hunting the Red 
Bear haa never been so 
much lun! * You jusl woi 
't be able to tear yourse) 
away from Team Yankee. 



















l^^^^^= Engim 


1 inii.ki 


iTh 



BIS 



INC GUN • which is always available to Ihe piarei 
and hat an infinite' number of rounds 
SMOKE • a smote grenade whicn allows enemy 

vision io be obscured. 
HEAT - a htgh ei plosive anti-tan* round 
SABOT • an armor -p*ercing tungsten the 1 1 

tow a nigh range am. -tan. m.mie ' animated, with great attention to detai 

* This has to be a must for anyone ! 



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will prove very 
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light co'nar 

-Rotation icon and 
compass display 



AMIGA ACTION 

• The tanks have been superbly 




Mt AUUAM8 TAJ! 



umuicun 
nacHWeuui. 




Cm '»•>> Mad Gan Am- S3 Roaaaa 
Ai—-C an a l. iai — il w i n elMBt) 
Combat ~ . . M 9 mil mat 



STRATEGY PLUS 

* This is a game and a half! * The uso 
of four screens in one is simply brilliant 
at times its almost like playing on 
four computers at once. * I find 
it hard to fault this game - 
I quickly found ray- 
self hooked on a 
genreof game which 
previously held no 
inters!. 



Zoom When this 
imaging This feature «on is accessed 
11 very useful lo* 
identifying vehicles 
camouflaged on Ihe 
edge of forests 
JContafy to popular 

I ■ I the thermal 

image is green end 
not red 



•tiul 



A" *a , i ireameji * t" i* *. 4m* Ler 
»ael BT (jtuaiaHtiki *l , "» 




arrow, undemealh 
Ihe EtA display allow) 
you to scroll your 
mspm any of thf 
lour directions 
Oead Stop icon This 
red loon, causes your 
platoon 10 come to a 
Oead halt when clicked 



Inlir 



placet 



ion right 
your vehicles <fi places your 



a line ati'eaM 
relative lo your 
direction. 



Udell 



vehicles on a let! 
lo nghi diagonal 
relative to your 
direction 



the central portion 
of the screen is 
maymfied by a 
factor o> <0 

Laser range finder. The range 

finder will lock on to a reflective 
largef if the hnng cursor 4 
placed directly over the ob|ect 

Wide formation icon. This 
increases the spacing 
beiween vehicles >" your 
platoon to 1 00 metres 
Narrow formation icon 
This reduces the inter 
vehicle spacing in your 
platoon to SO metres 
Vee. a vee formation 

Echelon left . places your 
vehicles on a right to left 
diagonal relative to your 
direction 



Column - plac 
you' .ahiclei in a line ahead 
relative to your direction 

•tti. Leindon North Trade Ctntn. Basildon. Esse.. SS 1 5 6DJ. {0268} 54 1 1 26 



— Wedge * places your 
vehicles m a wedge 
formation 




REVIEW 



STUN 
RUNNER 

Tengen And 
Domark 



THE ONE 



JANUARY 1991 



AMIGA 

PRICE £24.99 
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SOUND 67% 
PLAY ABILITY 70% 
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OVERALL 

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STUN Runner 



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RUNNING OVER GREEN STARS HVtl toti at 
shooting later Coltoct enough »" a 'hey are 
automatically translated l"lo the ultimate STUN 
Runner weapon - • Shockwave enemy MM. Its 
■ May miu of lethsl esploalve ana Its 
guaranteed to Mi. 



0. 



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COURSES START OUT laughably simple (one cm 
two curves), increase In compleilly the twine/ 
you flat and culminate In the hind ol convoluted 
man of Intersecting tunnele you see here. Thla 
■n advanced course It a alao powlble to begin 
racing at intermedial* and novice levels. 




Leaving no STUN unturned Kati Hamza 
seeks light at the end of the tunnel. 

IRE YOU TIRED and listless? Has all the 
excitement drained from your life? Then why not 
I hurl yourself down a convoluted tube full of meta 
soldiers at 900 miles per hour with a laser wedged firmly in 
your fist... 

Until recently the only way to get a taste of such hair- 
raising drama was to shove a handful of coins into Atari's 
sit-down arcade machine - a massive 350 pounder nearly 
two metres long. STUN, by the way. is an acronym for 
Spread Tunnel Underground Network, and the objective of 
the STUN sportsperson is to direct a low friction craft down 
24 levels of twisting tunnel before the officially allocated 
time limit runs down. 

To achieve this worthy ambition you have to direct your 
pod ultra-officiently round the tunnel curves, make use of 
bonus pads, avoid obstacles and splatter everything that 
moves. You might even stick around long enough to face 
the Ultimate Challenge, a mysterious initiation ceremony 
reserved for the STUN Runner elite. 




GIVEN THE RIGHT 

conditions an 
accurate driver can 
almost equal the 
speed ol light. Simply 
position youraelf over 
one ot theee turbo 
boost hotapota and 

watch your craft 
dlaaoive Into another 
dimension. At turbo 

•peed the STUN 
Runner la capable ot 
passing through solid 
objects completely 
unharmed. 





BEGINNERS NEED NOT teei any. The flrtt of the 
novice levels la a tutorial session designed to get 
you uaed to the way the tunnels wort. Follow the 
red stars on the wall aurlace tor the laaleet 
route. There's only one basic rule: for optimum 
speed and masurium efficiency ride the outside 
ol a curve. 




THE DAD GUVS ARE SMART, tough and oul to 
make you crash A couple ol well-Aimed tese> 
blast usually do the tuci though really tough 
customers M best rapped with a Shockwave, ll 
you collide, you lose a shield 



THE TRAIN 

Always travels along 
the base ol a lunnel 
and lakes several 
shots lo destroy. 

MAG CYCLES 
Smell, minimally 
armoured vehicles 
Then speed end sire 
make them difficult 
targets. 

ARMOURED DRONES 
An advanced vera ion 
f the dfonav Us 
immune lo User lire. 



DRONES 

Slow but intelligent. 
They generally 
manoeuvre in 0 roups 
of three and attempt 
to block your pain 

FIVERS 
Airborne, last and vary 
dangerous. Flyers 
drop bombs end 
missi'es over the track 
and are very hard to 
hit. Kill one lot a huge 
bonus. 



CI 



YOU HAVE TO BE 
ACCURATE to aurvlve. 
Obstacles come In a 
variety ol ahepea and 
sues anything liom 
ramps to hazardously 
narrow tracks like 
this 



THE ORIGINAL coin-operated STUN Runner 
relies on spectacular graphics, impressive 
sound and a flashy cabinet rather than 
gameplay to rake in the cash. Inevitably it's 
the frills that have got lost in conversion and without 
them all you get is a fairly average, repetitive racer. The 
30 is slow, the controls a tad over-sensitive, and with 
none of the original's exhilaration and speed to 
compensate the absence of a big enough variety of 
enemies, course designs, weapons and obstacles 
becomesall themore obvious. Despiteazippylirtletune, 
sampled speech and an impressively faithful rendering 
of much of its parent's presentation. STUN Runner |ust 
isn't fast or slick enough to have long term appeal for 
anyone other than die-hard fans of the arcade machine. 
Competent it may be but stunning it's not 



ST 



PC 



DECISION TIME Looming ahead la a lork in the 
map you should know eisctly which way to turn. 



tunnel 



you studied me 



STUN RUNNER should be in your local 
software emporium now. It looks, feels and 
sounds pretty much like the Amiga version 
reviewed here. 

PC STUN Runner comes on 3 5 and 5.25 inch 
disks, features CGA, EGA and VGA support, 
and AdLib sound compatibility. 





SESJ 



A GUNK 



BILLY 



'TING, 



THEY ARE IN LOVE WITH THE SAME 
TIMATELY, IN A NAIL BITING CLIMATIC 
ARE GOING TO END UP POINTING GUNS AT 
H A ONLY ONE CHARACTER CAN WALK AWA 

!end, showdown- BUT THAT'S 

WAY OF TH 

ATARI S 
CBM AMIGA 




THE 
ONE 



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Pang. " V° u zZ AP - »*, a p \Kf*»» 
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to the most 
addictive 
arc adegH 
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Mitc he " 
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1 



Gary 
Whitta 
teams up 
with Rick's 
creator, 
Simon 
Phipps, to 

tell you 
how to be 
dangerous 
on Level 
Three: The 
Forests Of 
Vegetablia. 



Rick Dangerous 






ICK ATTEMPTS TO 
TELEPORT directly to the Fat 
| Man's headquarters... but he 
fails, and instead arrives deep in the 
forest kingdoms of Vegetablia... 

Walk to the right and jump onto the 
first platform to kill the first guard with 
the rolling boulder. Drop down and let 
the boulder roll safely past before 
climbing to the top of the long ladder. 
When you reach the top. climb the log 
directly above you. collect the idol 
bonus and shoot the guard when he 
comes down. 

Climbtothetopandcrawltotheleftto 
avoid the spitting plant. Jump onto and 
climbthe short ladder, hit the wallwitch 
to the left to retract the spike trap, then 
walk and jump onto the right-hand 
platform. Jump up. shoot theguard and 
climb the ladder, then walk to the left, 
jump up to collect the dynamite and kill 
the guard on the platform above. Jump 
up and right to trigger the spitting plant 
(which kills the guard for you), then 
jump onto and climb up the right-hand 
ladder. Hit the wall-switch and jump on 
the hover-platform when it arrives. At 
the top. jump to the left and kill the 
guard. Drop down, avoiding the falling 
branch, and exit to the left. 

Jump on the hover-platform and 
shoot the guard at the top. Walk left, 
climb the ladder and shoot the next 
guard. Use the springy platform to 
bounce onto the platform above - kill 
the guard there and hit the wall-switch 
to retract the spike trap. Drop off and 
bounce up onto the right-hand plat- 
form. Climb up the ladder, avoiding the 
rolling boulder and falling branch and 
walk to the left. Jump onto the 
protruding branch and then onto the 
platform above. Climb the ladder. 




to collect the ammunition. Jump back 
to the right, leap over the deadly 
snapping plant and exit to the right. 

Jump to the right, across the floor, 
and shoot the guard when he gets to the 
bottom of the ladder. Jump to the right 
again and climb the ladder to the top. 
Shoot the guard and jump to the left, 
over the gap. Jump to the left again and 
climb the tall ladder to the top. Hit the 
wall-switch, jump onto the platform 
above and crawl to the right to avoid the 
spitting plant. Fall off the end and walk 
to the right to collect the 500 bonus. 
Jump backonto the left-hand ledge and 
then jump to the right to the other 
platform. Jump up to the platform 
above, then jump 
to the left and hit 
the switch in the 
left-hand wall. 
Shoot the guard 
when he comes 
downandtake the 





the top. Collect the dynamite bonus and 
exit right. 

Jump up to collect the ammunition 
bonus, and crawl to the right to avoid 
\ the spitting plant and falling leaf. Climb 
the short ladder and exit to the right. 
Jump over all three falling logs and exit 
to the right. For the next set. crouch 
down for the first five, advancing 
slightly between each one. After the 
fifth log falls, crawl all the way to the 

V right and exit. 

4 Jump up twice and use a laser shot to 
kill the guard. Walktothe right to trigger 
the falling leaf which kills the guard 
below. Jump tothe right, shootthethird 

Y guard and hit the wall-switch. Drop 
J ( down, collect the hidden 500 bonus and 

exit to the right. Step out (a platform 
appears over the gap) to trigger the 
falling leaf, then quickly step back in to 
avoid it. Jump over both snapping 
plants and exit to the right. 

Step out and jump to the right. Each 



time you 'land' a hidden platform 
appears. Jump to the right again, shoot 
the guard and climb down the log, 
avoiding the falling leaf. Drop down 
from the short ladder, shoot the guard, 
walk to the right and make your way 
down to the bottom. Dynamite both 
spike traps and crawl through the 
passageway. Drop down, pushing right 
to avoid the spikes below, then jump to 
the right TWICE and hit the wall-switch 
to release the floor section below. Drop 
through the hole (the spikes disappear) 
and climb down the ladder. Drop onto 
the hover-platform, and drop off it into 
the gap in the bed of spikes. Climbdown 
the ladder, jump to the right, hit the 
wall-switch and fall through the gap in 
the floor. 
Drop down onto the grass knoll and 
slide-bomb the 



monster below. 
Use the hidden 
platforms to get 
to the left-hand 
side of the screen 
then climb up and 
collect the idol 
bonus. Drop 
down onto the 
logs below and 
kill the monster 
when he climbs 
up towards you. 
Now drop down 
to the floor and 
walk to the right. 
Avoid the rolling boulder and exit. 

QUICKLY walk to the right and climb 
down the short ladder under the 
boulder to get the ammunition bonus. 
Climb down and drop off the second 
ladder to get the bonus dynamite then 
use the springy platform to bounce 
back up to the top. Drop down the right- 
hand side to the very bottom (the spikes 
disappear) andslide-bombthe monster 
below. Drop down and kill the second 
monster. Now drop to the left to the 
bottom. Kill all three monsters then 
drop down and exit to the right, 
avoiding thefalling stones as you go, to 
complete the level. 




NEXT MONTH! 

THE ATOMIC MUD 
MINES! 




THE ONE 




CYBERCON III BLOOD MONEY 



A COMPLETE solution to The One's 
playable preview, as supplied by The 
Assembly Line... 

11 Go lo Ihe chamber with the white 
tower. 

2) Pass through the black door with 
the violet tower, and go through the 
green room. 

3) Take the door to the long blue 
corridor and then go to the room at 
the end. 

41 Take the door from that room to 
the pink ledge outside. 

5) Walk along this ledge and around 
the corner. 

6) Walk up to the rotating green 
tetrahedron - you will receive a 
GREEN TRIANGLE icon and an 
associated tone. 

7) Return by the same route to the 
room with the white tower. 

8) Take the green door to the red 
room with a blue pit at its centre. 

9) Walk round the edge of this pit to 
the yellow lift door. 

10) Summon the lift using the 
symbol inscribed on the wall behind 
it (on SK). 

11) Enter the lift and use the top row 
of symbols to go up. The bottom row 
is used to take you down. 

12) Go down and then take the 
tunnel to the large blue room. 

13) Take the other door out of this to 
another blue room. 

14) Take the door opposite into a 
room with two spikes in it. 

15) Leave this via the pink porch. 

16) Take the door on the right. Go 
down the tunnels until you see a 
rotating green cube - approach this 
closely to get a GREEN SQUARE. 

17) Return along the same route to 
the lift. 

18) Take the lift up to the red room 
and then return to the room with the 
white tower. 

19) Leave by the red door on the 
same wall as the green one. 

20) Keep going until you reach a 
chasm partially spanned by two 
bridge sections. 

21) Run and jump over from one 
bridge section to the other. 

22) Take the door on the right - pass 
through it. Go on until you reach 8 
room with a huge column. 

23) Type out the code sequence on 
the wall to open the trapdoor. 

24) Jump down through the trapdoor 
into the red room. 

25) Approach the rotating 
icosahedron to get a GREEN CIRCLE. 

26) Return to the room with the 
bridge sections. 

27) Take the other door until you 
reach a room with a large door with 
a spiral on it. 

28) Open this door by typing the 
code sequence inscribed on the wall 
beside it. 

29) Pass through this door into the 
'TV Room'. 

CONGRATULATIONS: YOU HAVE 
SOLVED THIS PUZZLE! 

30) Hit keys T to '0' to get the 
camera views of the complex. Use 
the joystick to control the camera 
views. 



BAD NEWS for Amiga owners - there 
isn't a cheat mode for your version. 
Atari ST people on the other hand are in 
luck... On the OPTIONS SCREEN press 
F4 for IMPATIENT then quickly press 
the 'S' key. The screen should stay 
black. Now type in the remainder of the 
phrase SPONDULIX FOR PM (you have 
already entered the first letter). Each 
time a key press is accepted the border 
colour will change slightly (don't forget 
to include the spaces). During play hit 
the HELP key to toggle the cheat mode 
on and off. You can still lose energy and 
die but you have infinite lives. Thecheat 
mode is automatically off each time you 
start a new level. 

The following keys on the keypad 
also perform special functions... 

1 More Dosh For Player One 

2 More Dosh For Player Two 

4 Player One Enters The Shop 

5 Player Two Enters The Shop 
DELETE Move To The Next Level 
(Provided You Have Enough Dosh) 



QUIT DRAGON 
YOUR HEELS 

ANYONE still stumped by the Atari ST 
version of Dragon's Lair would do well 
to heed this advice... On the title screen 
press '0' to begin play, then press 
RETURN and type G O D I R K G O (but 
that's not including spaces). The cheat 
mode should now be active. 

DRAGON BREED 

ACTIVISION'S serpentine shoot 'em up 
can get a little tricky from time to time, 
especially when you are facing a Boss 
guardian. So, Atari ST owners, why not 
hold down the left-hand mouse button 
and press the HELP and UNDO keys 
when the Boss for each level is loading 
in. You should see the screen flash 
purple and then you will find that you 
can't be destroyed. 



SNOW 
PROBLEM! 



HERE'S A USEFUL TIP for Midwinter 

addicts who are having trouble winn- 
ing. The random element of Midwinter 
is not really random at all - its initial 
configuration is based on the position 
of the mouse pointer on the title screen 
when you begin. By clicking on exactly 
the same point each time you play (for 
example the top-left hand corner of the 
screen) Ihe starting positions of the 
characters will always be the same! 

There's also a glitch which sharp- 
eyed players may have noticed. 
Somewhere there is a village, which is 
perched on a cliff-top but which actually 
floats in the sea! Don't despair if you 
find it - it can still be blown up. 



At last, 
Phimon 
Sipp' 
completes 
his guide 
to getting 
the most 
out of his 

oyvn 
creation. 




GUMBY HAS FOUND his body again and remains 
upright for most of this level (except for the odd 
bonus screen). Give plenty of thought to the cheese 
block puzzles - as with Level Two. don't shoot away any 
cheese without considering first whether it can be used as a 
step up to a sneakily placed SPAM bonus. Try pulling down 
on Ihe joystick when you are over the large steel pipes - 
some lead to bonus screens. 

This is also the only level with conveyor belts on it. 
Conveyors not only affect Gumby but the adversaries too. 
sotheymaybeusedtoyouradvantageshouldanadversary 
be trying to move towards Gumby against the direction of a 
conveyor. 

Oh yes, and watch out for falling pigs... 



CRUSHERS are invulnerable. Crusher* crush 
Inlngs. including Gumby, so it's a good idea lo 
st these, particularly 



SPOTS generally gel in the way. Just don't do 
anyihingafupld likeallow yourself to bedragged into 
them by a conveyor bell... 

POINTS 400 
HITS 6 

THE STUPID PRINCE explodes into not only a SPAM 
bonus but also into a food bonus. Trajectory shots 
hre from his lace, so watch out lot those, eh. All 
movement and bullet firing is regular so li s simply a 
maner of taking your lime, leaping over bullets, 
using background as cover and beating seven balls 
of whatever out of him-. 

POINTS 1000 
HITS 15 




KILLER CARS (all Irom their hied 
Gumby closes in on them They may be leaped over 
(tricky) or shot as I hey head lor Gumby. They yield a 
food bonus when destroyed, so the more that can be 
dean with with a Ash the belter. 
POINTS 600 
HITS 4 




SPIN* NORMAN hurls hammers lor some 
reason. Ol course, this homicidal hedgehog also 
chucka out trajectory bulleU. To deal with Norman 
it s very much a matter ol playing his attacks by 
moving up and down the left-hand stepa, leaping 
lr a|eclory bullets as I hey head lor Gumby and let! I ng 
loose a fish when it's possible. 

POINTS 1000 
HITS 15 




BUNNIES are invincible They move in a very i 
manner lo Level Two s Squelchy Heads, regularly 
bouncing left and right parabolically. To get past 
Ihem run under their arc Just don't try chucking a 
fish af them. It gels you nowhere. 

BUNCHESOFFLOWEnSarealsoinvulnetable.They 
explode In a similar manner lo Level Two's Contused 
Cats. Make the flowers explode by getting close, 
then leap over the spray of bits that are fired. Ol 
course, rinding Ihe room to leap upon their section is 
a bit tricky, but not impossible - provided you are 
careful. 



fa 



CAMP SOLDIERS are basically cannon fodder Even 
so. don't advance until you ate sure you have 
managed to Wast sufficient numbers ol them away 
firal. 
POINTS 



HITS 



1 



THE SERGEANT MAJOR Is tricky. No hints here, 
except thai, yes. rt is possible to do him in without 
taking a single hit. Draw his lire and hurt those 



1000 

7 



I 

POINTS 
HITS 




ITS THE SPANISH INQUISITION' Well, whal did you 
expect? Armed wilh a comfy chair, this guy's no 
picnic. As lor Hps, seelhose lor the Sergeant Major... 
POINTS 1000 
HITS 401 

ETH NED 

If Gumby hasenough brains he heads straight for the world 
of finance to pursue his career in chartered accountancy. 
Otherwise well. thatwouldbegivingitall away. Sufficeit 
to say there have been more than a few frog sightings at the 
end of the game. You have been warned... 



Damocles 

Flood 

Impwium _ 

MagcFV 

Bait* Command 
MUngMnesMUnoi 

tort* 

Micfwinter 

F 29Relafcator 

CasBeMaster 

Rotox 

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ATARI 520 $TE 



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Happy New Year to all ^ y> 
readers of The One! * _ 



AMIGA 



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15.90 
12 90 
15.90 
15.90 
i E 90 
7.99 
15.90 
19.15 
15.90 
12.90 
15.90 
15.90 
15.90 
15.90 
15.90 
15.90 
15.90 
15.90 
12.90 
15.90 
1590 
16.90 

12 90 



1590 
12.90 
1590 
15.90 
15.90 
15.90 
15.90 
15.90 
1290 
15.90 
12.90 
15.90 
12.90 
19.90 
15.90 
15.90 
1590 
15.90 
19.90 
15.90 
15.90 
12.90 
15.90 
19.15 
12.90 
15.90 
15.90 
1990 
19.15 




AMIGA 



RRP OUR 



J 



Armour-Geddon 
688 Attack Submarine 
Action Stations 
AMOS - The Creator 
A.T.F. 2 
Awesome 

Back to the Future 2 

Badlands 

Battlemaster 

Beast 2 

Cadavar 

Carthage 

Chess Simulator 

Champions of Ra( 

Chaos Strikes Back (1MB) 

Corporation 

Days of Thunder 

F19 Stealth Fighter 

F29 Retaliator 

Falcon Mission Disk 2 

Flipit ■ Magnose 

Flood 

Hard Drivin 2 

Hero's Quest 

Indianapolis 500 

Int. Soccer Challenge 

James Pond 

Kick Off 2 (also 1 Meg) 

Killing Cloud 

Killing Game Show 

Life & Death 

Ml Tank Platoon 

Midnight Resistance 

N.A.R.C. 

Necronom 

Nitro 

Obrtus 

Operation Stealth 
Over The Net 
Plotting 

Pools of Radiance (1MB) 

Power Pack 

Rick Dangerous II 

RoboCop 2 

Shadow Warriors 

Sly Spy 

Speedball II 

Spellbound 

S.T.U.N. Runner 

Supremacy 

Teenage Mutant Turtles 
The Spy Who Loved Me 
The Ultimate Ride 
TNT (Tengen Comp.) 
Torvak 
Total Recall 
Ultimate Golf 
Ultima V 
UMS 2 

Venus - The Flytrap 
Voodoo Nightmare 
Wheels of Fire 
Wolfpack IIMeg) 
Wings 51 2K 
Wings (1MB) 



24 99 
24.99 
29 99 
49 99 
74.99 
34.99 
24.99 
24.99 
79 99 
34.99 
24 99 
24.99 
24.99 
74.99 
2499 
24.99 
24.99 
24.99 
24.99 
19.99 
24.99 
2499 
24.99 



7499 
24.99 
24.99 
19.99 
24.99 
24.99 
24.99 
29.99 
24 99 
24.99 
2499 
74 99 
24.99 
24.99 
24.99 
24.99 
29.99 
24.99 
24.99 
24.99 
24 99 
24 99 
24.99 
19.99 
24.99 
29.99 
24.99 
24.99 
24.99 
29 99 



2499 
24.99 
29 99 
29 99 
19.99 
24.99 
29 99 
29 99 
24.99 
29 99 



15.90 
16.90 
19.15 
34.95 
15.90 
25.99 
15.90 
15.90 
19.15 
22.75 
15.90 
15.90 
15.90 
15.90 
15.90 
15.90 
15.90 
19.15 
15.90 
15.90 
15.90 
15.90 
15.90 
22.50 
15.90 
15.90 
15.90 
12.90 
1590 
15.90 
15.90 
19.15 
1 5 90 
15.90 
1 5 90 
15.90 
22.95 
15.90 
15 90 
15.90 
19.15 
15.90 
15.90 
15.90 
15.90 
15.90 
15.90 
12.90 
15.90 
19.15 
15.90 
15.90 
19.15 
19.15 
15.90 
1590 
15.90 
19.15 
19.15 
12.90 
15 90 
19 15 
19.15 
15.90 
19.15 



3.5 DS/DD DISKS 

High Quality Unbranded 
Fully Guaranteed 
inc. labels 

10- £4.75 
*J* 50- £21.00 
100- £39.95 
500- £174.95 




★ 
* 

* 
* 



AMIGA 51 2K 
EXPANSION 

£37.50 with clock 
£32.50 without clock 
Simply plugs into Amiga A500 
Memory enable/disable 
switch 

Compact (only 4 FASTRAMS) 
Fully compatible + 
guaranteed 



3.5 EXTERNAL DISK DRIVE 

* Double sided 

* Quality drive mechanism 

* On/Off switch 

* Fully compatible + 
guaranteed 

AMIGA£59.50 ATARI ST £66.50 



A500 Dust Cover 


£3.25 


Mouse Mat *& 


. £2.75 


3.5 Disk Cleaner 


£2.95 


DiskBox(holdslO) 


£2.25 



ST/AMIGA 


ITEM 


AMOUNT 
































TOTAL C 





THE ONE - BEST BYTE ORDER FORM 

Cust. No. (if known) Payment: Cheque/P.O. /Access/Visa 



Name 



Address. 



CardNo: Expiry Dale:. 





To order send this form with payment payable to 'Best Byte' or phone our credit card hotline 0273 746467 
Mail Order only. Prices include 1st Class Postage, Packing and VAT. Overseas orders add £5.00 per item 
BEST BYTE (Dept ONE 28). 48 NEVILL AVENUE. H OVE, E SUSSEX BN3 7NA 

★ BEST PRICES ★ BEST SERVICE * BEST BYTE! * ★ BEST PRICES * BEST SERVICE * BEST BYTE! ★ 




CUT OUT AND KEEP 



advert 



advert 



HRiSTJVtAS 




A ^ If you plan to use your 

computer to escape from the 
relatives, avoid the repeats on 
the telly, or just relax over the 
festive season, you'll be helped by 
knowing which software is worth your 
time and money. 

So how do you tell a Christmas 
"Turkey " from the year's vintage 
offerings ? 

Tis the season to be jolly.. ..and also 
Bp the season in which we suffer from 
•*\ excess; one Sherry or Mince Pie too 
many; that snog under the mistletoe 
with your best-triends 



Game Label 
F1 9 Stealth Fighter MicroProse 


Amiga 
% 


ST 

% 

...93.45 


IBM PC 
% 
92.00 


Rick Dangerous II MicroStyle 


91.00 

87.04 


...93.54 

...87.00 


93.90 

92.67 


Tower o' Babel Rainbird 


92.92 ~ .... 


,..91.50 






h 87.25 mmm 


...87.02 




A whole host ol other MicroProse games have also scored high average marks, including 
Railroad Tycoon (IBM) • 93.65%, Carrier Command (IBM) - 99.13%, 
and Stunt Car Racer (Amiga) 90.05%. 




ugly little sister; actually enjoying the 
Christmas number 1 record: and looking 
pleased as you receive another pair of 
socks from granny. 

Christmas sometimes brings out the 
worst in people, and often bnngs out the 
worst in software, as the 
shops get crammed with 
games which are poor film 
licence conversions, and 
rehashed compilations of 
five year old "classics". 
Disappointment is often the 
result for senous software 
users: Cow-a-dunga. 
Robofiop 1 7, Terminal 
Relapse. S LU M. Runner; 
popular for the twelve days 
of Chnstmas. but likely to 
leave you as cold as 
Boxing Days Turkey for 
the rest of the year. 

What of the year's 
vintage offerings ? Which 
games have set the 
software shelves alight 
throughout 1990 ? Which 
publishers ofler you the 
best of times every 
month of the year ? 

The Proof ot the 
Pudding... 

Bp Every computer 
magazine takes 
a keen interest in 
the quality of games 



published. Every edition is packed with 
reviews, comments, and marks out of ten, 
aimed at making your choice easier. Some 
magazines cover specific computers, others 
a range of computers, and some every 
computer. But they all know one thing. How 
to spot a great game. 

One of the UK's leading magazines, 
"A.CE.", keeps a monthly check on the 
marks scored in all the reviews in all of the 
magazines, to see which publishers' 
products are receiving acclaim everywhere. 
The results make interesting reading. 

The graph shows the average review 
mark scored, from Aug - Dec 1990, in all 
magazines, for five lop publishers. 
(Source - Ace Stockmarket). 



'The conclusion to be 
drawn is that MicroProse 
games provide consistent 

quality, value, and 
enjoyment, all year round. " 



The clear winners are MicroProse, 
proving to be the most consistent of the 
publishers surveyed. A list of average 
marks received by six of their games 
(remember this is across alt UK mags) are 
shown above. All the games rank highly. 

Over the page you 'll see why... 



TOTAL COMPUTER ENTERTAINMENT 



66 



THE 
ONE 



JAN 
1991 



advert 



advert 




Eleven programmers and 
researchers worked for four 
* man years to produce the 
masterpiece billed as "The 
Strategy Game of the Decade ". 
The reviewers held their breath and 
then gasped in amazement at what 
they saw.. 

v 

"Many games are billed as 
'revolutionary', but Midwinter is probably the 
closest you are going to get to the title. 
Although the presentation is superb, it is the 
superb gameplay that sets it apart Irom 
other 'classics'. Although your task is to 
destroy the evil General Masters, the 
gameplay allows you to perform the task in 
whatever manner you deem appropriate. As 
you put together a strong team with varying 
skills that actually have a bearing on the 
game, any method can be used to kill 
Masters. Couple this with tour modes of 
transport, numerous missions, and an 
involving storyline, you have a game that 
really does live up to its classification." ST 
Action May 90 

Midwinter has convinced me for the first 
time ever that a game can be really clever 
and incredibly playable. It's an absolutely 
phenomenal game and there are no 




phenomenal game and there are no 
reasons not to buy it. Absolutely stunning."' 
Zero March 90 

"A landmark in computer entertainment, 
The One Feb 90 



"Undoubtedly 
set to be a classic." C&VG 
March 90 

"The most atmospheric, utterly 
magnificent game I've played, and will play, 
all year.' ZZAP! April 90 

Midwinter tells the story of one islands 
struggle for survival in a new Ice-Age. Its 
Gallup chart history Is one of triumph - 
another Number 1. For one hell of a Cool 
Yule, pit your wits against Midwinter from - 
Rainbird this Christmas. 4 

4 



THE ONE C&VG ZERO ST FORMAT ZZAP! I ACE 




TOTAL COMPUTER ENTERTAINMENT 



It's 30 leet wide, 59 
feet long and has 
an almost invisible 
radar signature. It's 
the plane that the US Air 
Force won't talk about - 
but when MicroProse 
revealed it to the world, the 
reviewers spilt the beans 
about the F-1 9 Stealth Fighter. 



"Fast smooth and technically 
sophisticated. The game's major advantage 
is its tactical scope. The tour mission 
territories, cold war, conventional and 
limited war situations plus the selection ot 
available options translate into a huge 
number ot different missions - each with Its 
own level of enemies, radar installations 
and alerted bases to face. Flying a 
successful operation draws on a variety of 

different skills - 





idveri 



"F-1 9 is the business. It deals with state- 
of-the-art kit and is a state-of-the-art sim. 
Stealth is the most complete flight sim yet in 
terms of gameplay. It's as if the plane was 
built for a game." Amiga Format Nov 90 

"This definitely has to be one of the 
best, if not THE greatest flight sfm out 

C,&V.G,Oct 90 




radar negotiation, 

bombing accuracy, air-to-air improvisat 
and plane handling skills. Presentation, righ 
down to the expansive manual, 
impeccable throughout. For stietegic depth 
and variety of gameplay. trjere's vpfV little to 
touch it." 
The One July 90 



Coming Irom MicroProse 
in 1991 

Midwinter II 

Gunship 2000....Darklands 

Knights of the Sky 

Railroad Tycoon 

Lightspeed....Covert Action 

Starlord....F 15 Strike Eagle I 

Grand Prix Betrayal 

and many, many more. 



ACE 


CiVG 


(Ml 




ZZAP! 


935 


92% 


94% 


91% 


90% 



F-1 9 Stealth Fighter justified the 
reviewers praise by soaring to the top of the 
Gallup charts. This is one fighter that 
they can't keep under wraps. If you're 
looking for the best flight simulator available 
this Christmas, don't rely on radar. Rely on 
MicroProse. 



Other great games of 1990 include 
Simulcra... Silent Service II 
M1 Tank Platoon 

International Soccer Challenge 

o 

Pirates... Red Storm Rising 
Railroad Tycoon.-.Tower of Babel 
Fire & Brimstone 



THE 

ONE 




***** 



1991 



TOTAL COMPUTER ENTERTAINMENT 




68 



THE 
ONE 



JAN 
1991 



advert 




Rick Dangerous shot to 
stardom in his first romp 
around South America, Egypt 
and Europe. Finding earthly 
adventure not enough, he shoots off 
into space in Rick II, continuing his 
quest to overcome the Fat Man. 

Ill L \ tF^M 

Did the reviewers welcome-fi lct^/ ] 
returning "in a Flash" ? You bet yonr*^ 
life on it.... //\ " n* 

"By now, Rick Dangerous has 
earned its place in the hall of fame lor 
classic platform games, but just when 
everyone was taking It for granted, 
along comes the sequel • and its even 
better than the original. The graphics 
have been polished up, the sound 
effects are funnier and the gameplay Is 
more fluid and enjoyable. With a little 
thought all the puzzles can be worked 
out (and some of the solutions are 
very strange!). Even if you haven't 
played the original game (where have 
you been ?) Rick Dangerous II is well 
worth a generous slab of any game- 
player's time. But a generous slab 
could have you sitting in front of your 
computer for days without rest. You 
have been warned....but buy it 
anyway." Amiga Format Nov 90 

"RD II is a compulsive 
game. 



When a trap catches you by 
surprise it's annoying, but 
frustration develops into 
determination and you'll keep 
on going until you beat the 
blasted thing. And if you do 
get stuck, the tour levels (five, 
if you get that tar), are different 
enough to make it almost like 
having four separate games." 
Amstrad Action Nov 90 

"The gameplay is superb, 
involving and addictive. It is 




!0UB 

forutIsncuh 




m 92% 90% 90°< 



the sheer volume of challenge 
and entertainment in this game 
that makes it absolute corker." 
Ra2e Nov 90 



Rick Dangerous is 
everyone's favourite original 
superhero - and he's 
planning to eat turtles for 
brekkie on Christmas Day. 




TOTAL CO* 




Santa should be able to find these 
games in any good software store. 

He can find MicroProse at 
Unit 1, Hampton Rd Industrial Estate, 
Tetbury, Glos, 
or by telephone on 
0666-504326. 




1991 



+ 69 



THE ONE 



An assortment of helpful hints to make 
those droid-bashing sessions last 
longer, courtesy of Graftgold. 

SEE HEAR 

Even though you can't see the enemy 
droids all of the time they are still 
moving around each deck along their 
patrol routes. The sound effects play an 
important pan here - enemy shots can 
sometimes be heard even though you 
can't always see which droid is firing. 
On the Amiga, the stereo sound 
capabilities are used to good effect, 
producing sound on the relevant 
channels depending on the position of 
the droid on the deck. For example, if a 
droid is travelling on the left-hand side 
of the deck then the sound will be 
produced on one of the left-hand 
channels. This is especially important 
when attempting to deal with the 
Command Cyborg (999|. 



Paradroid 90 



DROID INFORMATION 



SITTING ON THE 
DOORMAT 

Droids are only visible on screen when 
•hey are in your line of sight. Similarly 
they can only 'see' you when you are in 
their line of sight. As with other features 
in Paradroid 90, if you can do it, so can 
theenemydroids.Thismeans you must 
be more careful when close to the 
Shuttles. If a droid enters a Shuttle, 
don't get too close to the engines. You 
can, of course, use this tactic to your 
advantage, but it isn't very effectiveand 
gives you nowhere to hide if the enemy 
decides to attack you. 

ROUTE VEGETABLE 

Learning the enemy patrol routes is 
very important since you can avoid 
some of tbe more hazardous droids if 
you are in the Influence Device. It's also 
easier to destroy a droid if you know 
where it will go and what it will do. This 
saves valuable time and energy. Keep 
moving - once an enemy droid has 
targetted on you it keeps firing. Even 
after it hasbeen destroyed there may be 
some shots heading for you and these 
damage droids. 

A DIFFERENT CORNER 

Shooting around corners is very useful. 
It's possible to destroy some droids in 
this way without them shooting back, 
either because they can't 'see' you or, 
usually, because they have been 
destroyed before they could react. 

BOOM-A-BANG-BANG 

Don't move into explosions - you lose 
energy. Most of the enemy droids are 
also damaged if they are close to an 
explosion. This can be used to your 
advantage - shooting Alert Blocks or, if 
you are really daring, an Energiser 
causes explosions and damage. 
Remember that some droids have very 
good armour, so explosions, and your 
shots, have little or no effect. The Mine 
Layer is a prime example of this as it's 
heavily armoured. In situations like 



CLEANER (123) 

A weak, weaponless droid that's 
difficult to control. 

SERVANT (296) 

Another weak, snivelling, spineless 
and weaponless droid, only this 
one's easier to control because it 
moves so slowly. 

MESSENGER (302) 

A third weak and weaponless droid, 
although it is the fastest available. 

MAINTENANCE (476) 

A very dangerous droid. Its weapon 
has a limited range, but it's powerful 
and shoots at any angle. 

SENTINEL (614) 

Winner of the Best Droid Award 
1990. This particular Sentinel is 
moderately fast with a good 
rapid-fire weapon. Note that it can't 
damage the Mine Layer (734) or 
Command Cyborg (999). 

SENTINEL (683) 

Unlike its 'brother', this one's difficult 
to control. Its rapid-fire smoke gun 
has a limited range but it is good for 
destroying weak droids. 

BATTLE TANK (729) 

This beast fires three shots in 
succession at anything that shoots in 
its vicinity. It's a shame you can't 
transfer to it really. 



MINE LAYER (734) 

It's slow to control and using the 
mines effectively is difficult- Your 
best bet is to take advantage of its 
strong armour by ramming droids. 

BATTLE DROID (742) 

It may be slow to move and fire but 
it's a hardy devil. The Battle Droid 
has good armour and a powerful 
triple laser weapon with a good 
range. 

SENTINEL (783) 

Like the 683. this Sentinel is difficult 
to control. Its flamethrower is similar 
to the Maintenance droid's weapon. 

SECURITY (821) 

Don't catch this one on the wrong 
side of the bed. It's very fast, with 
good shields and isn't damaged by 
Disrupters. Its powerful weapon has 
a good range and fast reload. 

SECURITY (852) 

A fast, tough droid with a powerful 
Disruptor ('Smart Bomb') weapon. 
However, it only damages droids it 
can see' when disrupting. 

COMMAND CYBORG (999) 

The cream of the crop, although you 
can't control it for long because it 
has a fast decay rate. The 999 is fast, 
easy to control and isn't damaged by 
explosions. However, its very 
powerful weapon is difficult to aim. 




these the only way to defeat them is by 
transferring to them - and even then 
that's sometimes not so useful. The 
sound effects are used to good effect 
here indicating whether a shot has 
damaged the enemy droid or not. Most 
droids fire with their right arm so it's 
possible to dodge their shots by 
keeping to the left of them. This 
technique works well on the Battle 
Droid (742) and the Sentinel (614). 

A GOOD TACTIC 

A good tactic is to destroy the more 
powerful droids first, leaving the 
weaker ones to clear afterwards. It's 
usually necessary to transfer to another 
droid after a skirmish with something 
like the Sentinel (674) or Battle Droid 
(742). This means you will have a few 
more Pulsers in the transfer situation, 
giving you a better chance of success- 
fully transferring to another droid. 

STAND AND FIGHT 

Never run in theopposite direction of an 
enemy shot (you won't outrun it) it's 
best to turn and move away from the 
line of fire. The range of each weapon is 
dependent on the host droid so learn 



which weapon is used by each droid - 
they all have their own movement, 
attack and defence characteristics (see 
panel). 

ARMOUR BELIEVER 

If your host droid is blown up use the 
four seconds of armour protection 
wisely. It's better to escape and return 
to fight later than struggle on. 



Remember that you cannot transfer 
while armoured but you can ram some 
of the weaker droids which is always 
good fun. 

ALL HANDS ON DECK 

Try to clear a deck of droids before 
moving on to another deck. A systema- 
tic approach to clearing a ship saves 
both time and energy, which is 
especially useful when you are on the 
last few decks with Raiders on their 
way! Use the computer terminals to 
check which decks are clear and how 
many droids left on the current deck. 
Picking up the Graftgold key delays the 
arrival of the Raiders by three minutes. 
There is a key on every ship, but some 
may be hidden. 

TRANSFER ACCOUNT 

If you want to transfer to another droid 
it s a good idea to move around in 
transfer mode. It takes a little while for 
you to get into transfer mode, and 
attempting this while being shot at by a 
Sentinel (614) does not prolong the life 
of your droid! When attempting a 
transfer it's best to spiral towards the 
droid that you wish to transfer to, 
getting closer and closer. The shots 
should miss you until you get so close 
that you can transfer. In the transfer 
situation, try to wait until the onemy 
droid has fired all of its Pulsers before 
you fire any of yours - unless you can 
fire a Pulsar that cannot be counter- 
acted. This usually results in a success- 
ful transfer. If you don't beat the enemy 
droid in the transfer situation both of 
you are destroyed, which is fatal if you 
only have the Influence Device. If you 
want a really high score then you need 
to play with the transfer sequence on. 




ACCESS/VISA 
24hr HOTLINE 
0732 351220 




mm wm&i 



FREE QUAUIY 
35 DS/DD 
BLANK DISK 
WITH EVERY 
FITLE ORDERED 



(DEPT ONE 8), 46 ASHDEN WALK, TONBRIDGE, K ENT TN10 3RL 
MEGAMIX WOULD LIKE TO WISH ALL OUR CUSTOMERS A VERY MERRY CHRISTMAS 



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► 73 



REVIEW 



HARD DRIVIN 
II: DRIVE 
HARDER 

Tengen And 
Domark 



IBM PC AND 
COMPATIBLES 
PRICE £29.99 
OUT Now 
GRAPHICS 84% 
SOUND 70% 
PLAY ABILITY 85% 
VALUE 



OVERALL 

86% 



□ NYONE WHO ENJOYS risking life, limb and 
collar-ono. or is driven by a deep-seated desire to 
wear body suits and cotton balaclavas is exactly the 
kind of suicidal maniac Domark is looking for. If Hard 
Drivin's banked curves, razor-sharp bends and 100 foot 
loops just left you gasping for more, this is it : Hard Drivin II : 
Drive Harder, the extended wear version of Atari Games' 
road-ripping arcade hit. 

Everything Hard Drivin's got. Drive Harder has too. The 
sequel is the original romodelled with modifications bolted 
on. The two-tone track with speed and stunt courses, 
featuring underpasses, jumps and bridges is still intact. 
Added to it are four brand new circuits and a specially 
created designer to let you tinker with your own. 

A serial link mode makes it possible to link a pair of 
machines - be they any combination of PC, Amiga or ST - 
to battle it out with your rubber-loving friends. There are 
two types of serial link race: Standard (a multi-entry race 
against other drone cars) and Championship (a one-on-one 
between you and the Phantom Photon on the other 
machine). 

UNTIL YOU PICK UP the mouse there 
I fcj doesn't seem to be all that much difference 
M | between Drive Harder and Hard Drivin'. The 
■■»»■»■ front end and track Number One look exactly 
the same. Start playing and you soon notice that the 
car-handling is improved: the controls are more 
sensitive to minor adjustments and you are less likely to 
oversteer. Even so Drive Harder's biggest advantages 
are the link option (the manual even gives advice on 
making your own cable) and the construction kit. The 
chance to race against a real live opponent on 
home-made tracks improves the original's lasting 
interest. It would have been nice to see a larger variety of 
objects (different types of houses, rivers or hump- 
backed bridges, for exnmplelandthe kit could have been 
a touch more user-friendly (it takes concentration and 
patience to get the hang of it) but these are minor niggles 
in what's ossentially a classy racer. Even if you own Hard 
Drivin'. Drive Harder in CGA. EGA and VGA with AdLib 
support and four extra tracks thrown in. is worth the 
investment. 

THIS ONE'S undergoing last-minute repairs 
■ i H inthepitsatthetimeof writing. It's expected 
^■J to be out by the time you read this, featuring 
very similar visuals and identical gameplay 
to the PC version reviewed here. 

WHAT'S TRUE for the Amiga version holds 
its own here. 



AMIGA 



ESS 



1 x ®w% 




WHEN DOING rT YOURSELF you can opt lo m.mk the ong.nal Hard 
QrhHo's WM or atunl (racks or ■ combination of botlv Either «ay 
winning <b all about lima: hilling the checkpoint before li rum out win 
bach vital seconds 



AS IN THE ORIGINAL there's 
a choice of automatic or 
manual transmission. A 
further optiona screen 
allows you to choose 
controls, save games and 
pick your difficulty level 
(easy, medium or hard). Note 
Ihat using the aerial link 
automatically eicludes 
joystick control you have 
to steer wtth the mouse and 
change gear with the keys. 









PRICE £24.99 
OUT Now 




ED 

ran 
i 




ATARI ST 
PRICE £2499 
OUT Now 





MAKIN' TRACKS 

THE CONSTRUCTION KIT lets you 
examine the track as a whole or zoom in 
on particular sections. The overall view 
displays road segments, barriers 
(invisible when you are actually driv- 
ing) and buildings. To make it easier to 
concentrate on specific items Ifs 
possible to switch different features off. 

Track segments are selected by 
flicking through a menu of possible 
options including underpass, easy 
jump, loop, banked curve and hill. 
Several criteria have lo be followed 
before the editor validates a track. You 
need a closed loop of street segments, a 
start element, a finish element and a 
checkpoint on your shopping list. It's 
also important to mark relevant points 

positions to restart from whenever 
you spend 10 seconds or more off track. 




ALL THE STUNT TRACK components from the original Hard Orrvin' model 
can be used to produce your own creations. Tree* A s design Is totally 
faithful lo Hard Drivin 1 . The four new tracks feature a whole series ot 
variations on the original theme and are a good source of ideas when you 
plan your own. Whichever you pick you still get lo watch all of your 
embarrassing mistakes in glorious action replay. 




ST 



PHEWt MADE IT 
through the 
checkpoint with 
seconds to spare. K 
you want to make life 
lust thai little bit 
easier, why not set 
more generous timer 
values yourseM? The 
kit lets you alter the 
default best lap time, 
the default countdown 
time and the time 
bonus awarded when 
passing the 
checkpoint 



CHECK* | n* 




Scenery comes in the shape of 
houses, barns, fields and signs. What 
you put on isn't just a matter of 
discretion: if you are designing for 
someone else, leaving off the road 
signs obviously makes it tougher to 
gauge the track. Invisible barriers are 
selected separately - there's a max- 
imum limit of 30 per track. 

You can have up to 12 drone cars on 
your OIY track. They never leave the 
road and are completely computer- 
controlled, though it is possible to 
specify start position, colour, direction 
and lane. 



7E 




ENTER & FIRST INT 



I 




- 

: Sit 

-sa^pjjBljjjjjl ai 

do 




ATARI ST 
CBM AMIGA 

IBM PC & 
COMPATIBLES 




Sit ra tbt DMi future as in rttfutiH mm. Battle Cewwei is an aiade/stTatfiqi game in which the plager 
cniittMs i Steele TUiUf fcswtt Tank in bm of IS scenarios (missions) in ttn ultra our fought mm m 
dominant races in Hn neui World. The latist phase of the Hortn/Swft ear has ben going on foi ooet 10 ews unw 
a stalomati eeenrualuj developing - a standoff between arrow massed ooer a long iu«-» battlefront. Such are 
the defensive capabilities of each side, full scale attacks an suicidal, so aw* offensive moves are on neressitg 
small "behind the lines'" actions performed db. elite troops in special!* designed vehicles. The Hauler is the latest 
such machine - capable of being lifted in and out of hostile teTriroru, be. fast stealth choppen and armed ume rue 
most advanced weaponry the northern scientists can deeise 

n ■ TM IT HI -Sums «1 n TM wto <nd mpMii »*l cmwom *1 m *1 WM *« » *» i BU U9K-JJ 

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Octui SoHware umited 6 Central Siwe* 
M«nct>e%tef M2 5NS Ttfcphone: 061 832 6633 
felex: 669977 OCEANS G f**: 061 834 0650 




JANUARY 1991 



THE ONE 



Captive 

Frustrated in your quest for freedom? 
Fear not for Captive's author Tony 
Crowther is on hand. Take it away, 
Tone.. 

CAPTIVE IS A QUEST for freedom. You are 
imprisoned in a space station that is jointly 
protected by 10 factions of a warmongering 
society. In order to rescueyourselfyou must use theancient 
briefcase computer andthefourdroids that you discover on 
the 'other end' of the body-mind link control system. 

The system allows remote control of military standard 
droids across light years of galaxy via invisible electrosonic 
waves - which means you don't need a long extension lead 
or change for the phone box. 

Although you don't know it when you start, there are 10 
bases to infiltrate and destroy before you can mount the 
offensive on the space station and rescue yourself. 

Each base has its own distinct design and layout and is 
populated by an individual selection of alien hordes. Before 
you enter a base you will have to find your way 'cross 
country' in a hostile outside world from the landing site to 
the base entrance. 



LEVEL ZERO 

THE FIRST LEVEL is actually fairly 
simple once you have mastered the 
operational functions of the droids and 
of the Attache Brief Case Computer. It 
involves 10 small to medium sized 
bases and a relatively easy space 
station to rescue yourself from. Early 
playtesting of the game proved that a 
new user could complete the game on 
Level Zero after about three weeks of 
regular play. 

You have to land on the planet Butre 
(co-ordinates 008W-072N). Zoom in on 
the planet {use the right-hand mouse 
button or the up and down arrows) and 
click on the large white dot - this is the 
landing sight marker. Click on Orbit, 
and The Swan (the droid's ship) will 
make its way across the vastness of 
space to orbit Butre. While the ship is 
making its merry way across the void, 
it's a good idea to initialise your droids. 

Click with the right-hand mouse 
button on the droid's status icon to 
bring up the back pack. Click on the 
computer chip with the left-hand 
mouse button and deposit it on the 
droid's brain (on the left-hand side of 
the droid's head). This will initialise the 
naming system where the player can 
type in a name for the droid. The name 
acts as a personality generator that 
creates the droid's Wisdom, Dexterity 
and Vitality statistics. 

Repeal the above for all droids and 
you will have a team ready for action. 

By this time The Swan should have 
arrived in orbit around Butre. Click with 
the right-hand mouse button to bring 
up the main view again. Click again on 
the landing site to program the drop 
destination and then click on the Land 
icon to start the drop. 

Once the lander has landed (as they 
generally do) you will see a picture of 
the first level's planet. Have a wander 




around the world and get used to the 
control system before attempting to 
enterthe base. Don't walk intothe water 
because it's highly toxic here and will 
damage your droids. 

To enter the first base, walk up to the 
door and pick up the clipboard found 
nearby (use the left-hand mouse button 
on the object in the main view to put it 
into the player's 'hand ). Holding it in 
the'hand'willallowyoutoreaditonthe 
information screen (the grey section 
below the main view). This will show 
the combination of buttons- to press in 
order to open the door. 

Once it's open, go inside and you will 
now be in the base proper. Pick up the 
explosives and the clipboard. Walk to 
the far end of the airlock and use the 
PUSH control to move the wall and get 
into the first area of the base (PUSH is 
achieved by pressing the right-hand 
mouse button when on the FORWARD 
icon). 

Refer to the map printed here for the 
layout of the base. 

There are many ways of completing 
the game, so here is one way of 
attacking the problems. You will find a 
style suited toyourskillsand it may well 
be different but still achieve the same 
results - this just proves how flexible a 
game system Captive's is. 
You will find new areas of the base to 
explore once you 



+ 


77 






«Entra»ct 
•Push nil 
l Ofcjtct 

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l&wlf 

i GMfMtWS 

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identify which 
walls you can and 
can't push. The 
ones with the 
rollers at the bot- 
tom are the roll- 
ing walls. 

You will come 
into the generator 
room fairly 
quickly. Avoid the 
temptation to lob 
in the explosives 
just yet, since 
there is plenty 
more to do. Ge- 
nerally the 'first 
base can be com- 
pleted once you 
have done some 
or all of the 
following... 

1) Explore the 
level completely. 



examine every 
nook and cranny 
and open up every 
cupboard you can 
find. 2) Collect 
all the gold you 
can find that is 
dropped by dead 
aliens. Use this in 
the shops to buy, 
sell and repair ob- 
jects. If you have 
damaged an item 
of the droid's 
body, repair it at the shops. 

• 3) For the first base it's a good idea to concentrate on 
increasing your BRAWLING skills only. This makes you a 
fabulous puncher and is sufficient for the enemies that 
you will encounter. If you must buy a weapon, then I 
recommend the use of the BALL - il'sre-usableandfun! 

4) DEVICES are plugged into the droids and give a read 
out in the monitor atthetopof the screen. Agooddeviceto 
get on this base is the ROUTE-FINDER. This is only 
available from one shop so you might have tosearch for it. 
It's classified as an OPTIC. There are seven types of OPTIC 
device. Buy with trial and error until you find the ROUTE- 
FINDER. If you buy the wrong one you can always sell it 
back for no loss. 

5) The shops in a base operate a co-operative banking 
system. This allows the player to leave any gold he 
collects at one shop, and thefunds will be available at any. 
However, remember to retrieve the money BEFORE you 
blow the base otherwise you will be somewhat out of 
pocket. 

6) Find the Professor in the Computer Room for the clue 
to the next planet's location. Kill him forthe password into 
the computer. Click on the computer to activate it. Type in 
the password to reveal the Planet Probe. Collect it (it 
weighs a lot, so select the droid to carry it carefully) and 
you are ready for the destruction of the base. 

7) The first level is so easy that it's best to use it as a 
training ground. Kill anything that moves and gain 
experience. Make sure you spend this experience on the 
skills for each droid. Use money to buy devices and ball 
weapons. Mines are good to use as well. Use money also 
to repair any damaged body parts. 

Once you have explored all of the first base, go back to 
the generators and blow them up by simply throwing the 
explosive at them from a safe distance. After a short pause 
they will start to explode - I recommend that then is a 
good timeto run like hell ! Use the Route-Finder to get back 
to the door. Click on the door to get into the lobby. Use the 
same combination as before to get out safely - but don't 
hang around because the base is exploding around you! 

Onceoutside, go backtotheshipand press UPto board. 
You can then Orbit the planet again and go back into 
space. Put the Planet Probeon the planet map and watch it 
go to the next base. Land there and continue... happy 
adventuring. 




Floorl 



Floor 2 



PROTON SOFTWARE 

0462 686977 




CHALLENGERS 

Gieal Court*. Slum Ca' 
FUcei. FiaMet Bombs'. Rick 
Ski £1999 



ASftSitKt Sub 
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STATE OF THE ART 

39 HEREFORD ST 
SHEFFIELD S14PP 



JANUARY 1991 




Gordon Houghton takes off with 
Domark's answer to flight simulation 
Glasnost. 

HE MIKOYAN MiG-29 is probably the best all- 
round fighter in the world. It was first discovered 
by the West from satellite pictures taken of the 
Ramenskoye test centre almost a decade ago. The earliest 
official sightings occurred when six singleseater aircraft 
visited the Finnish air force base at Kuopio-Russala in July 
1986, and it was the highlight of the 1990 Farnborough 
airshow. when John Farley became the first Western pilot to 
y it. 

MiG-29 Fulcrum is the first flight 
simulation to allow you to actually fly 
this non-Western combat plane. It 
features graduation from a simple 
trainee (no crashes and limited skills 
required! to combat status in a quintet 
of missions designed to test your pilot 
skills. Each mission location has been 
chosen to reflect a Soviet sphere of 
influence: an Arctic scenario (where 
you photograph a US 'Boomer' class 
nuclear submarine trapped in ice, 
with Harriers as opposition), dog- 
fighting (with Shenyang fighters over the Great Wall of 
China), an oil fiold scenario (where your MiG undertakes 
retaliatory strikes against storage silos, somo oil rigs and 
ships), and an anti-terrorist ground attack mission 
involving bridges, trucks. SAMs, trains and buildings. 
Completions of the first four missions with at least 500 
points allows access to the final deserl-based mission 
scenario - the destruction of a nuclear power plant. 



MiG FACTS 

Maximum Speed 

Mach2?(1Q6 at Sea 
UwQ 

Svrvtce Ceiling 

70.000m 

Mniimum Rate O) 

Climb 

I5.240m/min 
turn Rale 

?8 degrees/Sec el 8g 
Grots Take-Off Weight 
I6500*g 
Combat Radius 

6TO nautical miles 



THE ONE 




M 



iG-29 

Fulcrum 




REVIEW 



MiG-29 
FULCRUM 

Sinus And 
Domark 



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EACH OF THE FIVE 
missions is previewed 
by a aim graphic 
screen sue" as this. 
Though noi essentia! 
it adds atmosphere to 
the task . 



MiG FULCRUM SUPPORTS the usual range ot viewpoints full-scree-, .lews from inside the plane, 
plus external views such aa this one. There is even a view from the control tower allowing you to fly 
the plane like a tadio-cont rolled aircraft, and a view from an enemy fighter which lets you witness 
the moment ol annihilation first hand. The aircraft uses a combination of familiar controls and Ha 
own unique key presses. In case you experience trouble, the manual Includes a handy •lep-by-elep 
guide lo basic flight techniques. 



MiG-ALOMANIA 

TRADITIONALLY Soviet fighter 
designs are produced by design 
bureaux (OKBs). The most famous of 
these is the' Mikoyan and Gurvevich 
Design Bureau, commonly known as 
MiG - so common, in fact, that the 
bureau has become synonymous with 
the Soviet Air Force. Regardless of the 
design studio all Soviet aircraft have a 
shared ideology: simplicity of design, 
ease of maintenance, toughness, and 
where possible, the ability to fly from 
short airstrips. The MiG-29. tor exam- 
ple, can take off from a strip of only 240 
metres (787 feet) - the American F-16 
needs twice this distance. 

The MiG-29 is an all-weather counter- 
air fighter with secondary attack 
capability. It exists both in single- and 
two-seater versions, and was first 
thought to be a Soviet twin-engined 
equivalent to the F-16 (it's actually 
closer in weight and dimensions to the 
F/A-18 Hornet. I Its current users include 
the USSR. India, Syria, Yugoslavia - 
and probably the German Luftwaffe 
who, in May of thisyear. speculated that 
they were going to ditch the £20 billion 
European Fighter Aircraft in favour of 
the new MiGs. 

It differs in several respects to 
Western models (see box of MiG facts), 
not least in it its increased handling 



IN THE MIG COCKPIT, primary Instruments 
provide the pilot with all the crucial information 
'•quired to fly the plane. In the real thing seven 
0 liferent (unctions are accessed from the 
joystick. Including radios, radar, gun, missMee. 
chaff and flare*, and ECM Data is projected onto 
Ihe Head Up Display and duplicated on the 
Instrument panel below. Aa you can see from the 
above comparison, although not aa detailed aa 
Ihe reel thing, the simulated MIG cockpit retains 
moal of the essential features. The MiG HUO has 
been praiaed for the manner In which ll presents 
complex data such as altitude, air speed, pitch 
Dais, angle of attack and velocity vector (the red 
marker) in a simple and easily understandable 
way. 




capabilities. There are also a few 
cosmetic differences. For example, on 
(he Russian display of attitude the plane 
symbol banks in the instrument panel 
as you turn - with Western avionics the 
symbol is fixed and the background 
banks. 




THE ONE 



JANUARY 1991 



MiG-29 
FULCRUM 

Simis And 
Domark 



FARLEY'S 
FLIGHT 

DURING 
MVElOPMf NT MiG 
wo* pul (Plough it* 
paces by John F»rt«v- 
Ihe only European 
pilot lo have flown a 
MiG-29 • a«d as a 
result of hit 
suggestions, a few 
changes were fade 
Ai we Farnborough 
eirsnow in 1890 no 
met up wit" Mikhail 
Waldanberg. chiel 
designer lor the 
Mikoyan bureau, and 
Valery Menliskv- chief 
lest ptlot lo discuss 
■he plane's 
aerodynamic 
achievements. He 
subsequently look a 
flight in the two- seats* 
vorsion. an enpanence 
which he describes as 
'one of the most 
exhilarating flights I've 
ever had." He's 
equally enthusiastic 
about Domark's 
simulation, referring lo 
it as "the nearest thing 
to actually (lying Ihe 
plane. This is no 
over -simplified game 
- ( was surprised at 
how eccuraie the 
model is ' 



SIMIS AT THE I 
KREMLIN 

MtG-29 FULCRUM was designed by 
The Kremlin but actually programmed 
by Simis. a Guildford-based company 
whoso only previous product was 
Interdictor on the Archimedes. The 
mam contributions camo from David 
Payne, a Physics graduate from Surrey 
University and former employee of 
British Aerospace, and Jonathan 
Newth who once worked in Pakistan for 
IBM. Their simulation software is 
designed using object-orientated tech- 
niques, and is written. In the mam, in C. 
The core of their development comes 
from their own 2D and 3D graphics 
environment tools and a simulation 
framework. 

The idea came about bocause the 
Kremlin felt that most of the American 
aircraft had already received the flight 
simulator treatment. The team decided 
onaRussianequivalent while browsing 

through a copy of Soviet Weekly 
During development they had par- 
ticular help from Tass. the Soviet news 
agency. This liaison is the reason for the 
high degree of accuracy of the flight 
modelling - Tass gave the programm- 
ing team flight data and information on 
the MiG's weapon systems, as well as 
unlimited access to their photo library 





A (a ; I- 




_ itisiini 

SSlONS are entirely flttterenl bolh in terms of landscapes and 
skill, required. This one (codeneme While Pegasus) Is set In Ihe fictional 
Middle-Eastern slate of Aieria. wrier* General Mesoui he. proclaimed 
e.pansion of Azarlan territorial water. A Soviel oil Umher was 

m*m**m ■*»* "* ' 0 "" Mort ■ cHon - 1 '!T sat 

bombing oil rn.l-l.tion.. and la about to be implemented by Ihe SovlMHr 
lo.ee. If all m P-oves loo easy, iht Comple. mode, in which the surface 
of the aircraft is modelled and the nmiltant lift and lorque an constantly 
calculated, provide. e«lra challenge. It a a harder bul unimaiety more 
saliafying way lo fly. 

REALISM IS 
ENHANCED by the 
Inclusion Of real life 
trie*, which only the 
MiG can perform. For 
eaample, you can 
Indulge In some dead 
slick landing' about 
2.000 metres from the 
runway Ihe engloa l. 
switched oft, and the 
plane descends at an 
angle of 10-20 
degree, to maintain 
airspeed before 

I tending There M «- — *SSSSSlI 

MiG-29 att display which Involves starting from level flight, "ying 

| vemcally. closing the throltf. until the nose slam to Ml. -hen relaxing .he 
stick end pulling away. 






AIR COMBAT Is one of 



the MIG's strong 
points because of Us 
resilience and tight 
lurn- It'a fitted with a 
■at of airbrakes which 
reduce the turning 
circle and prove useful 
in steep ground 
attacka. The aervlce 
limit i. « 5fl. inough 
the airframe can 

wilhatand 

considerably more. 

Thara'a also an 

oplional auloalabillser 

lor long-dtsianoe leva! 

flight. 



MiG-29 IS ONE OF the best introductions to 
the world of flight simulators you could ever 
wish to meet because of its two skill levels. 
. Simple mode allows you to pilot the plane 
almost like an arcade shoot 'em up, making it a joy to fly 
once you master the fundamental controls. That isn t to 
MV it's a poor simulation, since the level of skill requi red 
tocompleteallthemissionsisenhancedbythevanetyof 

controls and conditions. Even so, the difficulty is 
considerably increased in the Complex mode where the 
MiG behaves almost as it would in a real life situation, 
each part of the plane being subject to individual forces. 
Coupled together these two modes make an impressive 
simulation package, which is only let down by coarse 
presentation. For example, there aren't many pre-f light 
customisation screens that you find in most other 
quality simulations - it would have been nice to beabie 
to load a range of weapons and fuel, to examine map 
screens with waypoints, radar and missile information, 
and to study technical information on targets. There are 
a few nice touches to bolster the atmosphere - Cyrillic- 
style lettering on the menus and nicely drawn pre- 
mission screens - but the extra bits you find tagged on 
to most flight simulations are sorely missed. The 
graphics are smooth and effective, with plenty of detail 
and more than enough viewing modes both within and 
without the plane, but you can't help feeling that there 
just isn't enough to do. However, if you are new to flight 
simulations this is an excellent place to start because of 
the split skill level. Even if you are hardened to it all. 
there's still plenty here to enjoy. 



| UNLIKE THE PC versions there ts 
" iW Complex mode. However. Amiga owners 
with 1 Mb or more of memory have a choice 

. of three graphics modes: 200-line 16-colour 
(the fastest). 256-line 16-colour (bigger screen), or 156- 
line 32-colour fbest display). 

■M AS WITH the Amiga version, there arent two 
f I skill levels. In all other respects it should play 

f*J 1 exactly the same though. 



no 




THE 
ONE 




JAN 
1991 



BACK IN A 



FLASH FOR COMMODORE 64. SPECTRUM. AMSTRAD 





86 



THE ONE 



JANUARY 1991 



ALPHA 
WAVES 

Infogrames 



IBM PC AND 
COMPATIBLES 
PRICE £2999 
OUT Now 
GRAPHICS 80% 
SOUND 91% 
PLAYABIUTY 85% 
VALUE 80% 

OVERALL 

80% 



Alpha Waves 

Laurence Scotford gets in 



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THE FIRST LOCATION is nice and eesy. Simply ehKh the mobile's height with ■ low camera angle 
and then control In* crafls motion by monitoring the progress ol lift shadow with a high cam*, 
angle. A couple ol ahort hop* Is all H tehee to reach Ihe e*lt- 



ALPHA WAVES WASH 
BRAINS WHITER! 

IF YOU EVER SAW Michael Caine being brainwashed in The 
Ipcress Files you Will know jusl how important light and 
sound is supposed to be (or this sort of thing. 

In one sequence door Michael is subjected to a prototype 
Acid House Party - lots of loud, atonal sound, with lots of 
flashing lights, and not a lot of fun unless you are already 
brain dead. 

Recently certain 'entrepreneurs' have been exploring the 
more beneficial effects of subjecting our senses to a barrage 
a^a^j^p^p^U of light and sound. The basic idea is thai 
^^^^f your 

W^^^^T depending on what its doing at any 

■ particular moment, This theory was 

j^^P formulated by German psychiatrist Dr 

Hans Berger. He did experiments 
^^^f-fl^^. during the 1920's with patients hooked 
^^^^^^^ up to an electroencephalograph fa 
device for measuring brain activity). 

Dr Berger published his results in 1929. which revealed 
that normal day today activity is characterised by rapid Beta 
waves 03-1 8cycles per second), while a relaxed mind emits 
slower Alpha waves (8-1 3 cycles per second). As the brain 
sinks into deep sleep it emits even slower Theta waves (5-8 
cycles per second!, while a state of complete uncons- 
ciousness causes Delta waves (less than five cycles per 
second) to be emitted. By subjecting the brain to audio- 
visual stimuli of particular frequencies, sympathetic 
frequencies can be Set up in the brain to induce the required 

state of mind. 

The Japanese (surprise surprise) were some of the first 
people off the mark with a brain machine. This futuristic 
looking device consists of headphones through which the 
necessary pulses are emitted and a pair of goggles with 
lights that flash on and off at a complementary rate. By 
adjusting the frequency of both the lights and aural pulses 
the user can purportedly attain any desired state of mini* 
Since their introduction brain machines have come out 
the closet of crankiness and found some commerci 
success. So if you fcney having your brainwaves cooked, 
you probably only have to look as far as your Yellow Pages! 



SOME DOORS ARE 
LOCKED (as indicated 
by Ihe wira-treme 
polygon in front ol Ihe 
door> All you need to 
do to pass I* collect 
the corresponding 
wire-lr erne shape 
which acts as a hey. 



ore! 00000727 



intunewiththe 
cosmic web and looses himself in the 
first 'emotion software'. Man. 

LPHA WAVES is the third release in Infogrames' 

Crystal Collection, the first two being Alexei 

Pazhitnov's 'sequel' to Tatris. namely Welltris 

(reviewed in Issue 24), and The Light Corridor, a 3D bat and 

ball affair. Alpha Waves is the most abstract and original of 

the three, a status which is perhaps inevitable considering 

its subject matter. 
Alpha Wavesmakesuseof the theory that ourbrainsemit 

particular frequencies depending on our current state of 
mind. By subjecting our senses to particular frequencies of 
light and sound we can cause our brain to shift involuntarily 
into particular slates from deep relaxation to extreme 
agitation.Theideaisnotnew - brainwashing has made use 
of similar techniques for some lime. Fortunately 
Infogrames' program has a more benign purpose. 

With a strange but manoeuvrable craft known as a 
'mobile' under your control, the objective is simply to 
explore as many of the 256 three-dimensional rooms as 
possiblo before your time runs out 
The platform-filled rooms are divided into 1 2 areas. Each 
of these is characterized by 
" different colours, soundtrack- 
sand puzzles, designed to col- 
lectively achieve a particular 
state of awareness from Medi- 
tation through to Energizing. If 
you want to explore these states 
at leisure you can switch to 
Emotion mode and play any of 
the areas without the added 
pressures of time and scoring. 



DO: t>3 : O 




PC 



DOTTED AROUND Ihe complei ol 256 rooms are 
16 energy crystals which provide eitra time. The 
crystal shown here is guerded by one ol the 
creatures also found in the cample*. The effects 
• being has on the mobile depends on Its type. 




AS you CAN SEE. the display cen be switched to 
a wire-frame construction, li s less attractive, 
sure, bul II does Increeae Ihe apeed ol play on 
slower machines. 



ALPHA WAVES' effect is so dependent on 
colour and sound that you really do need a 
fast VGA machine with an AdLib sound card 
to get the most out of it. However, even with 
all the suitable hardware Alpha Waves doesn't have 
much of a lasting appeal. It's quite an entertaining way to 
spend a few hours, but the problem is that as nice as the 
idea is there simply isn't enough variety to sustain 
interest. After a few weeks play the only state of mind 
that Alpha Waves will induce is boredom. Whether the 
light and sound frequencies actually do have some 
effect is difficult to tell - certainly no-one here noticed 
any difference, However founded the theory is, 
Infogrames should be given credit for backing some 
very original product. Let's hope that the three products 
thatformtheCrystalCollectionaretheshapeofthingsto 

come. 

There should be no problems hero. What's 
seen here is indicative of how this version 
should look. There's no reason why the 
sound will be any less effective than that 
heard on a suitably equipped PC either. 

The colours used in each room are limited so 
there's no reason why the ST version should 
not look as good as its PC cousin. Also, the 
simple but effective soundtrack is within 
reach of oven the ST's sound chip. 




ST 



ELEMENTAL EMOTIONS 



A QUICK-START GUIDE to states ol mind and the aural frequencies and colours 

required lo achieve them. 




DREAM ENERGIZE 

aevWoo^i CMtirty and fusing *>in F<* prspsrxq k» afton ana nvnauvrq p» 

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Colon ra Alternates 



arm 



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frequencies Bola iSMhi Colours Rem Frequencies Theta 4-7Hi COouri 

Uernoilng AHemal.no 




STIMULATE 

For acftveftg ihe mmd and devatupng wepower 
*"•»> Frequencies Beta 1 3 ?OHi Colours Brighl 
Wnaiing 




CONCENTRATE 

For anilopstton ano MrcW-i Aural Frequencies 
Beta 20- 1 3>U Colours vseows, Reg>e«sives 




STAMINA ORIENTATE 

<-» adapting and malung, efli-u Aural For ioana. coordtnabon and a sense i 

^•guancWa Q-20rfj Colours Contrasts. AAernelHig Aural Frequencies 4-Mrtt Colours CoMrasts. 



Alternating 



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MOTIVATE 

*v perseverance and taking nsss. Aural 
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ASA 



THE ONE 




Prince Of Persia 




Gary Whitta finds delight in an arcade 
adventure full of Eastern promise... 

1 T IS A TIME OF DARKNESS. The great Sullen has 
long since left the land of Persia to fight a war 
across the sea, and the evil Grand Vizier Jaffar has 
seized control of the land. His tyrannic form of government 
»ias left the country a grim shadow of its former self, and 
anyone with plans of restoring peace have been thrown in 
(he dungeons deep below Jaffar's palace, never to be seen 
again. 

For Jaffar himself however, one thing remains. Not 
content with absolute power over the land, he has taken a 
fancy to the Sultan's beautiful daughter. But. for all of 
Jaffar's wooing, the Princess is not interested - she has 
eyes only for a handsome young adventurer who has come 
to Persia from a foreign land. Outraged, Jaffar has had the 
boy stripped of his possessions and thrown in the palace 
dungeons. Now the Princess has just an hour to agree to 
marry Jaffar - or forfeit her life. 

Of course, you won't let that happen. As the imprisoned 
young adventurer who has just managed to escape from 
your cell in the palace dungeons, you have 60 minutes to 
make your way to the top of the palace and rescue the 
Princess. But the sands of time are already running out. 

Jaffar's palace is made upof 12 levels, starting deep in the 
dungeons and progressing up through the labyrinthian 
castle to where the Princess is imprisoned. The Prince's 
objective in each level is simply to reach the door that leads 
to the next But of course it's not as easy as it sounds... The 
multi-storey, flick-screen levels are riddled with deadly 
traps, yawning chasms and crumbling platforms that can 
send you plummeting to your doom at any moment. It's too 
(ate to turn back now. 




PRINCE OF 
PERSIA 

Broderbund 
And Domark 



AMIGA 

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OVERALL 



1 



r4 
I \ - 



111 



PRICE £24.99 
OUT January 1991 



IBM PC AND 
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THE FIRST LEVEL Is the smallest o» I hem all and. 
thankfully, not too Oitticurl to you can gat Into 
the awing of Ihlnga Having loat your 
possessions, lha lop priority is to gat hotd of a 
aword without one you ara no match lor in* 
palace guard* 




OUR HERO'S ENERGV (represented by tnoea 
little arrows at (ha bottom ot the picture) ta 
limited and should ha lall loo tar he can wind up 
injured of even dead Evan tailing deliberately to 
get onlo a lower platform can hurt, ao rl's aaler 
to climb down by hanging from a platform and 



lhan Ian I ng go. 






n 




POTIONS DOTTED around lha palace have 
different effect a. Some recoup and increase you' 
energy, but only trial and error will tall you which 
coloured notions should be drunk or avoided 



DUR VOUNG adventurer is an arliculale 
charade* whose stamina ia matched only by his 
ability to adapl to almost any situation He runs, 
kimps and climbs from platform lo platform, and 
even takes careful walking on eggs' steps lo 
position himself perfectly for a jump or other 
precis* movement. Careful steps also have one 
sifter distinctive advantage running creates 
"omentum, and you may have lo skid a few 
•ore feet before coming Id a complete halt, 
-nch Is often enough lo send you over the edge 
of a platform Into a chasm. 



IT'S VITAL to master the art ot lumping aa It's 
often the only way to get from one part of the 
screen to the other A run-up ia necessary lor 
really long jumps, although the shorter platforms 
aren't particularly accommodating for 1Mb. 
instead, careful steps are used lo gel as close lo 
the edge ol the platform aa possible before 
launching yourself forward In true Indiana Jonas 
style, even il your jump is Short you can still 
make It by grabbing onto the target ledge as you 
la" and pulling yourself up. 





THE SCENERY CHANGES onca you get out of 
the dungeons and into the castle itself at around 
Level Five. Now the backdrop is decorated with 
tapestries hanging Irom marble walls. But don't 
expect the going to get any easier 




THE ONE 



PRINCE OF 
PERSIA 

Broderbund 
And Domark 




SCREEN EXITS are blocked by Iron 

portcullises They can only be opened by finding 
and activating the relevant switch - whloti 
com*, in the lorm ol a raieed lloor til.. Trouble 
is. the galas don'l etay open tor long, and alnce 
the ewltch lent always on the sams screen H can 
ba pretty hectic aa you race lo flat through lha 
portcullis before It slams shut. To maKs matters 
worse wmi flaiaa ara also conltollad by a 
socond swllch which slams II shut, so watch out 





sbssm PRINCE OF PERSIA dppoai* to b6 MM- more 
BT^Bthan a straightforward c-xploniiory romp 
I ■ with some impressive animation, bul N 
■Aal quickly reveals itself as most gripping 
arcade adventures around, lis success is down to a 
combination of a highly articulate and yet instinctive 
control system and the fact that all of the problems are 
overcome by a seldom seen blend of mental and dextral 
skills. The result comes close to capturing the feel of an 
Indiana Jones-style adventure flick where the hero gets 
into all sorts of trouble but is somehow constantly 
hanging on by the skin of his teeth. The whole package is 
rounded off by a pleasingly-original Arabian theme, 
further enhanced by the atmospheric music score and 
some suitably Far Eastern scenery. Prince Of Persia is 
supremely playable, thrill-a-minute entertainment 
which takes the concept of adventuring back to its roots 
where it belongs. 



VOU WONT be disappointed with this one. 
Broderbund hasn't taken advantage of the 
STE's capabilities, but then apart from the 
-1 sound there's little point. Even so. there's 
nothing offensive to the ear on the basic machines. 



ST 



ALL OF THE GUARDS ara accomplished 
awofdflgMata. Tha ekMI level o* your opponents 
increases the further up tha castla you go. Your 
■word la drawn automatically on encountering a 
guard, and Irom then on you hava s simp* array 
ol movea with which to wtn - strike, block, 
advance and retreat Rghl theory la simple 
enough: a unit ol energy la lost lor every sword 
blow that hlta noma, and whoever runs out tlral 
loses As the guards become more adapt the 
fighting becomes more dangerous, with battles 
sometimes taking place on lha adgaa ot 
precarious ledges and on crumbling Moors. 



AS vou l) EXPECT in 
an ancient castle, 
secret passages 
•plenty ara there 'or 
the finding. Jumping 
up to knock the lllaa 
above la the only way 
lo Identity the 
entrance to a secret 
passage. Look closely 
lo the right ol thai 
pillar In the centre ol 
the picture and you 
can see the tile 
moving. It you war* to 
lump the drop and hit 
vhe tfla Kseif it would 
tall (mind It doaan t hit 
you you lose 
energy). Now you can 
climb up and discover 
tha secrets of lha 
passage... 



SMALL HOLES In the floor can only mean one 
thing splka traps. These lethal devices activate 

whenever you approach, producing a set of 
raior-aharp spates lust walling for you to fall on 
Ihem. They often Ue at the bottom of chasms and 
below sections ol crumbling ttoor, making them 
alt lha more dangerous Tha careful step comes 
m handy here once again, allowing you lo stroll 
through spike traps with ease. 




RIIMCELY 
ROGRAMMER 



RINCE OF PERSIA is 




u&rl 




want 
anirr 
Ah 



ji 1 . 



Hollywood, and I'm wui 




10 cie.*iu 
dan had toe 



The reault is fiOk of atum»Hion dJlo Ailonc 
500 animation frames fo' all 'he c.lwacton 
re lor the Prince alnne. 



:t look no loo 



PC 



EVEN WITHOUT taking advantage of the 
AdLib and Roland support. Prince Of Persia's 
every bit as entertaining in Hercules. CGA. 
EGA. VGA and Tandy. 



EVEN MORE DEADLY lhan the apika trap* ara 
these snapping raxor galas- Be so much aa a 
split-second out on the way through and you get 
chomped, the Wood tastefully staining the slael 
as it rises and falls. 




I 



Ck 



ampion 




\K1 A 



91 



A 

Spectacular scenery*rich native colours 



A 

Aw 



WfcfcWEJvQF TOpttST IS ^TAINED WITH BLOOD 

India at the beginning of the Nineteenth Century. The 
Emperor' s grip is weakening. All over the country rival factions 

' ' tw for power. ^^Atiack . 

$his is your chance to change the course of hisloiyi Take the 
role of any one of the six contenders, tor the Einpfnl and 
prepare to make India your own. Capture opposinfistates, 
grapple with brutal riots, stJg* lavish processions Iq impress 
your rival* and counter assassination arternp 



exotic animated sequences*. 

' X* v x y <• 

Control any dhe of «x different rulers, in 
this the ultimate arcade strategy challenge. 

Epic cinema-style presentation. 

Stunningly atmospheric soundtrack. 

Stage elephant races and tiger hunts. 



Face natural disasters: earthquake, flood 
and famine. 




10 



ar* 
»lf 

the 

urn 
i»r» 




THE 
ONE 



THIS TIME THEY'VE GONE TOO 

DAMNED FAR I 



THE 
ONE 



JAN 
1991 




DARC T °B%& R ™ CSWAT ' 




J CBM 64/128 & Amstrad cassette & disk, 
J Spectrum cassette, Amiga & Atari ST. 



lirmingham B6 7 AX. Tel: 02 1 625 




••v Mimncn Mt*M* d*m anai « 

•MMqmu and or* l.WC k 



JAN 

1991 



X X 




THE 
ONE 



JAN 
1991 




vailable on 

IGA& 
Rl ST/STE 



2^ 



GREMLIN GRAPHICS SOFTWAfff ITD., Carver Houm, 2-4 Carver Street, Sheffield 




JANUARY 1991 



THE ONE 




Laurence Scotford joins those magnifi- 
cent men in their flying machines as 
they go up diddly-um up over the war- 
torn fields of France and shoot each 
other. 



| HE 'POUR LE MERITE', or 'The Blue Max' as it was 
known to British pllols, was something to be both 
|admired and teared. It was an award beBtowed 
only on the very best German pilots of World War I. When an 
allied pilot challenged the recipient of a Blue Max he knew 
that ho would haveto call on superhuman dogfighting 
skills if he was to return alive. 

Unlike now, when th« machines practically fly 
themselves, then the aircraft were often experimental and 
frequently unstable Simply flying them 
was hazardous enough - using them to 
ght required tremendousskill. Three- 
ixly's attempt at a World War I aerial 
imuletion attempts to capture the 
tension and exhilaration of flying those 
crates. As with any recent simulation 
worth its salt. Blue Max features gut 
-vrenchingly fast 3D displays (although 
owners of slow PCs can and should 
ignore those adjectives). 8ut Blue Max 
has a broader complement of display 
options than its counterparts. It's even 
possible to 'turn' the pilot's head to look up and down or 
from left to right (the speed at which this occurs would seem 
to indicate a pilot with an extremely stiff neck, but it's usefu 
nevertheless). 

There are no less than four variations on the theme 
included in Blue Max : Practice, Action Dogfight. Two Player 
Dogfight, and Campaign. Practice is the best place for virgin 
pilots to begin. You start in the sky. trundling along with 50 
per cent throttle and an enemy plane heading straight for 
you. But relax... Although he won't make things easy for 
you, he doesn't shoot back so you can take pot shots at him 
without fear of reprisal. And you need all the practice you 
cangetlfyouaretosurvivearealdogfight - thecomputeris 
a damned fine shot. 

If you have a friend to hand (ho hum) you can always try a 
two player dogfight, in which you should at least have a 
more evenly matched opponent. Unfortunately there's no 
option to link two machines. 

Once the basic skills of flying and shooting are mastered 
it's worth tackling a campaign. In this mode missions 
involve Patrols, Defence. Bombing, Photo Reconnaissance 
or Balloon Busting. Each time you safely complete one 
mission you are given another one, and so on. until either 
the campaign is successfully completed or you are killed. 

H you discover that your flying skills leave a lot to be 
desired then Blue Max is still not a compioie write off. The 
designers have 




y 



BEFORE YOU EVEN BEGIN to play Blue M*. the 
number of available options ■nil imp rail II s very 
easy to tailor the program to suit your system 
and prisons! preferences You can oven altar Ih* 

graphic i 
moo* from 
this panel 





it 



THERE IS PLENTY of ground detail In 
Blue Mai. You can even fly under the 
b* Idges if you are tallied enough - 
ihough this Is not recommended to those 
of a nervous disposition. 



Max 



REVIEW 



BLUE MAX 

Three-Stxty 
'And Mtndscape 

IBM PC AND 
COMPATIBLES 
PRICE £34 99 
OUT Now 
GRAPHICS 90S 
SOUND 85S 
PLAYABILITY 87S 
VALUE 85S 



OVERALL 

90% 



ATARI ST 
PRICE £29.99 
OUT January 1991 

AMIGA 

PRICE £29.99 
OUT January 1991 



LOST SIGHT of your 
opponent? A quick 
loot) over I he wing 
may well locate him 
again Of course, 
having lo fumble for 
the nght key It not as 
aaay as |u*t turning 
your heed but ft 
better than nothing 



thoughtfully in- 
cluded a two- 
player strategy- 
based option, 
which uses the 3D 
graphic system to 
show moves plot- 
ted on a grid di- 
vided into hexa- 
gonal zones. 




THE CHASE PLANE view Is nendy tor trying out 
manoeuvtes. You can eee eiactly «M effect 
your loysllck manipulation ta having on the old 
cabbage crate 



IMIS IS EXACTLY *hM you donl want to .... In I he middle Ot a Uuglighi 
If an opponent gels o.. your tail you have a hacllon of a second io take 
s.esive action before Iha sound Of bullet. .Ipptng through tMN 
accompeniea the drone ol your engine it you eren i qutt* enough It may 
be the Mat thing r ou hear 




THE AIRCRAFT 



THERE ARE EIGHT aircraft in total, four for each side. 
Here's a quick-start guide for spotters... 



Sopwtth Carnal 

The most lamoos World 
War l aircraft, and «>w 
moat successful. H 
claimed mora victtms 
then any other « alto 
nod a wrstedbomb 
carrying capacity wtsch 
proved devastating lor 
enemy mlantry 

Sped VII 
Trie tgMosI and laslesl 
jwciaft to emerge 
flurlnfl Uw period Al 
Ihe hands o< an 
e«i«'*oceO c-lot rt 
could eas#y contound 
ihe enemy Natl "* 
aojMy 




Albatross Dill 
A very durable machine 
conittuciad entirely ol 
plywood <l was In* »r»1 
tw*i-gunnei produoed 
ilunng ma war and one 
of the plana* Down by 
n« Red Baron 
Germany regained ill 
air supremacy (hen** io 
Ml machine 

f okker DDI 

An early Fonker which, 
despite aeeing irtOe 
acbve service during the 
war was an edremely 
capable machine wfach 
ooaMed a Mp speed ol 
lOOmph and twin 
Spandau machine guru 

Fossa* OH l 
The plane that made 
The Red Baron a 
«Qend Ira design was 
>nap>ed by lhai ol ma 
Sopwilh Tnplane and K 
was capable of I03mon 
al an altitude of 13.000 
■eel 

Fokasr Bill 

A mono-plane lhal was 
mibaty used at an 
ooaervabon plane 
When the body was 
made stun*e* and Ihe 
enpne improved * was 
cm! jKo service as a 
'ehable *ghler 




AN ALTERNATIVE to the full screen view (a this 
one. It's a Ittlle more restricted but you do oat a 
full control panel rather than a tiny statue atrip. 
This mode is slso the only one which allows the 
pilot s view 10 be panned and tilled. 





WHEN YOU GET BORED of battling rt oul with 
Ihe computer you can always try your newly 
acquired Flying still i on a human opponent A 
nice touch Is the abHlly to either light each other 
or fly together against computer -control led 
opponents. Either way It's great fun. desplle the 
r sauced forward view. 



AT LAST, a (light simulation that hi 
i|l |J accessible, fun, and provides lasting enter- 
^sJ^ tainment. The nice thing about World War I 
fighter simulations is that there are no 
confusing banksof controls to worry about - if you own a 
decent analogue joystick then you should be able to fly 
most missions with only very occasional key presses. 
The two-player and stretegy options and the high 
degree to which the basicgist can be customised addsto 
the value. Of course it's the same old story with regard to 
speed. On an 80286 machine running at 16Mhz Blue Max 
maintains a good speed with a lot of detail, but it gets a 
mite stodgy with the addition of clouds. If you own a 
slower 80286 machine you can probably keep up the 
speed by switching off some of the detail or running it in 
EGA (urgh I ), but 8086 owners can forget it. The only real 
;riticism is that the computer-controlled enemies lly a 
little too well and fire a bit too accurately for realism. The 
hits are continual even when performing ridiculous 
aerial acrobetics to avoid the bullets. To be fair though, 
this is a very minor blemish on what is otherwise a 
superb simulation. 

□ THERE SHOULDN'T be much of a problem 
here. All being well this version should look 
and play pretty much like the EGA version on 
PC. 

■ VOU CAN EXPECT the basic action to 

l*i ■ perform fairly well on the Atari. The major 
r*J differences will be no sampled sounds and a 
colour reduction. 




A new 16 level MISSION DISK featuring new maps, aliens and graphics. 
Available on Commodore Amiga and Atari ST at £14.99 




*-^J mmm Ml to 

(_uui Dt'MU" linuiixt lidil^Minds Mi. us.- 6y /IA AMBOUM* HUB) 




98 

J 

- 




Available for IBM PC Compatibles and coming soon for 
Atari ST and Commodore Amiga 



THE 
ONE 




Four Ml Abrams Tanks. Four soldiers in each. That's Four Tanks, 
Sixteen Men. And you control the whole shooting match. 





Leadership. Each ot the 16 men 
in your tank platoon has his own 
battletleld skills and abilities 
Improving with experience, 
promotion and decorations, your 
chances, ot success-increase as 
.your platoon become battle 
hardened. " . '* 7 




IBM SCREEN SHOTS SHOWN ACTUAL SIK7TJ 
* MAY VAPY 




■ Strategic and tactical 
command. Plan your winning 
strategies, giving orders to your 
platoon ot tanks, calling in 
airstrikes and artillery. At any 
moment you can 'jump' into the 
thick ot the action, taking over 
direct control, as commander, 
gunner or driver ot any lank 

• Realistic Battlefield terrain. 

Make use ot natural cover, such as 
hills, ridges ana buildings to hide 
your tanks, across the huge 16.000 
acre 3-D battle zone, )ust like a real 

tank commander 

•'*<*• ' ' ' *>' • 

■ High-tech war. Laser 
langelinders. depleted uranium 
penetrators. wire-guided missiles, 
reactive armour-, air support and 
artillery make Ml Tank Platoon 
the most comprehensive, up-to- 
date simulation o( armoured land 
wariaie available tor your, home 
computer 

Ml Tank Platoon was released lor IBM 
PC compatible machines In October 
1989; 

"MicroPros© has surely excelled on this 
one: It's all there, irom superb playability 
through great attention to detail to one 
of the best manuals I've seen In a long 
time. The competition should watch out, 
as this one's going to take some 
beating. 3 PC Leisure Spring '90 

" I can't really iault Ml Tank Platoon as 

it's definitely MlcioPtose's most 
comprehensive simulation yet." 87% 
CftVG Nov '89 

The most Irlghtenlngly accurate tank 
slm we've seen." 926 Ace Dec '89 




■ Endless variety, fight during 
the day. at night, in snow. mud. 
rain or clear weather. With 
thousands ot battlefields and 
millions ot situations and you get 
endless enjoyment. Decide 
between single battles or an entire 
campaign. 





fioo 



^ SETTLE DOWN 




Hott*16 PorS 
Stroke 3 -5 
Ddrtor»G*21y4s 

CtufcPUk4g« 




THE 
ONE 



JAN 
1991 



AND A 60 

MWERYT 



* 



For just £1.95 PC Leisure gives you playable 
previews of PGA Tour Golf and Where In Europe 
Is Carmen Sandiego - exclusives from Electronic 
Arcs and Brodcrbund. 

Get into the festive spirit as PC Leisure shows you 
how to turn your PC into a home entertainment 
system and lakes the wraps off the most cracking 
Christmas games. 



m:nr? 



Milt CrfeM 
Oo to «rp- 



1 



P [^Leisure 



On Sale November 15th - only £1.95. 



► 101 



-ANUARY 1991 



THE ONE 




Gordon Houghton does the rounds 
with an innovative new golf simulation 
from the makers of the classic Leader- 
board. 



EAOERBOARD was arguably (he first golf 
simulation to make any impact on home 
I computer owners because it contained throe 
major innovations. The first was a realistic first-person 3D 
display, the second a flexible but simple shot control 
mechanism which meant that the courses tested your skills 
rather than your patience, and the third was realistic ball 
movement. Its programmers were Bruce and Roger Carver 
- who form the core of the Links team. 

Links is an attempt to create the most comprehensivegolf 
simulation to date. Paradoxically, it only contains one set ol 
18 holes - the Torrey Pines PGA golf course - but 
reproduces it in minute detail, rather than opting for the 
more or less standard plurality of courses in other goll 
simulations. This is because the actual course is less 
important than the system which conveys it - VGA 
graphics, digitised sound effects and speech, and as wide a 
■ange of alterablo parameters as you will find anywhere, 
including up to eight players taking part, a selection of 2C 
clubs, wind and ball lie. and even the ability to change youi 
stance. Access already has several course disks in the 
pipeline, so that once you have completed Torrey Pines to 
vour satisfaction you can try a new set of hazards. 



ALL THE ACTION 
lakes place on I he 
Torrey Pine* course, a 
perl ol the PGA Tour 
Since 1952 To 
recreate II In eucl 
detail the 
programmers played 
ft. took 500 aerial and 
landscape 
photographs, 
video-taped it. 
obtained 
topographical and 
grading drawings, 
gathered Information 

about the weather, digitised the actual course vegetation, and even 
Included me clubhouse' It all uses about 700.000 bytes ol course data. 





GETTING INTO * BUNKER is easy Out 
(realistically) It ■ hard to play a snot of any 
subtlety out again At least you don't have to 
worry about getting sand in your face or faking it 
when you leave. 




HITTING THE BALL can be as simple or 
complicated as you like. Once you Have decided 
on the typo of shot, selected your club, and 
taken Into account factors sued as wind and 
bunkers, there's a standard power 
meter-c urn-snap Indicator (the circular bar In the 
centra of Ihe Icon panel). Because ol the amount 
ol control you have over every shot, you can hit 
(he ball just about anywhere, including out of 
bounds. On* novel feature about Links la that - 
unlike most golf simulations - a severe excess 
of power means a loss of control and an underhlt 
shot. 




■N AN ATTEMPT to lake the aiperience of being there' to new limits, the course Is designed In full 256-coiour 
'GA. This creates an unparalleled subtlety In contours, and allows Ihe action to be recreated with superb realism 
judge for youraeff. 



LINKS' SUBTLETY Is turltier enhanced by the 
ability to radically alter the way you play shots. 
You can fine tune them by adopting an open or 
closed stance, or by opening and closing the 
club face. 



REVIEW 



LINKS 

Access And 
US Gold 




IBM PC AND 
COMPATIBLES 

PRICE TBA 
OUT TBA 
GRAPHICS 91% 
SOUND 90% 
PLAYABILITY 90% 
VALUE 88' 

OVERALL 

89% 



AMIGA 




PRICE 


TBA 


OUT 


TBA 


ATARI ST 




PRICE 


TBA 


OUT 


TBA 



NB! 

Please note that Links 
is currently available 
on the IBM PC and 
compatibles ftom 
Software Circus Ltd. 
The Pla/a, 1?D Oxford 
Sfeet. London WIN 
HOP Tol; (071)436 
781 1 The prioe: 
EMJB. 

GOLF: THE 
STORY SO 

FAR... 

NO ONE KNOWS the 
exact origins of golf, 
but a crude form ol 
the sport was played 
in Holland in the 131h 
century - (i , v .,-. 
known as spol merten 
cohnj I'game played 
with a club'). The title 
was thon shortened 
simply to colve'. 
which over the 
centuries was 
corrupted to *coll and 
finally to golf. 

Golfs official birth 
occurred in Scotland 
111 tl>e 15th century. « 
gained such popularity 
Ihete that King James 
IP banned rt in March 
1457 Despite this, rt 
remained the national 
sport. 

The oldest golf club 
In Ihe world is also 
Scottish, me Royal 
B lac kheath was 
founded <n 1608 (Si 
Andrews was founded 
in 1754). The first golf 
balls wore made of 
leather stuffed w-th 
feathers, but were 
replaced by balls 
made from gutta 
percha m 1648 The 
'■- 1 1 in-- ■ ■■ ■■ ; variety 
(invtnted m 1899 and 
standard today) were 
Widespread by 1907 
Steel club t hafts ware 
authorised in the US 
in 1925. and in Brrtain 
m I9?g 




THE ONE 



JANUARY 199* 



LINKS 

Access And 
US Gold 



TRIVIA OF 
COURSE! 

Mary Queen Of Scott 
was MM f'Sl woman 
to play sport 

The longest legal drive 
was one of 515 yards 
by Michael Austin <las 
Vogasl The longest 
drive eve was on ice 
Nils bed Ml a bail 
?650 yards across an 
Ice Held In Antarctica 

Tommy Armour lost 
his eye In the Fust 
World Wai, but still 
Won the 1927 US 
Open Goll 
Championship 



Savvy B a Hester os 
used to solve his 
galling problems by 
listen l ng to hypnosis 
tapes in his hotel 
room before a 
tournament 



In 1970 a game of 
ladies golf on the isle 
Of Bute was 
interrupted by a 
torpedo accidentally 
fired by a Royal Navy 
submarine - It landed 
on the first green 

The youngest piayei 
over to score a 
hole in one was 
live-year -oid Corby 
Orr, at the Rrvemde 
Course i" Teios 

In a competition at 
Peacehavan tn 1890. 
Mr A J lewis took 156 
putts on one green 
without holing 




AT ANY TIME you can overlay a contour grid on 
any pad ol ihe landscape, giving you an even 
clearer sight of the pitfalls ahead This is 
parbcutarly useful on the greens. Unfortunately, 
the pin Is pieced randomly every time you play, 
so no round is ever quite the same. 



SELECTING THE Top View of a hole accesses 
this overhead display. Th* position ot each player 
is clearly marked, and by moving the cursor lo 
any spot on the map you can tind out jual haw 
far you have progressed from the tee along with 



PC 



THE PRESENTATION behind Links could 

hardlv be better - the VGA in particular 

works superbly, giving (for the first lime in a 

golf simulation) a sense of the contours and 

depth of a course. The sound effects are ]ust right too, 

with an atmospheric combination of impressive speech 

samples, unobtrusive bird-twitterings, and the spot-on 

sound of club against ball and the ball rolling into Ihe 

hole. The playabilitv behind ihis is equally impressive: 

the huge number of parameters make it a golfer s golf 

simulation rather than an arcade player's, and it lakes a 

lot of practice even lo achieve par. This is no bad thing 

though, due to Ihe fact that there's only one course, and 

you do get a genuine sense of achievement when you hit 

your first birdie because it was such a long time coming! 

The one faclor which prevents Links from being the 

ultimate golf simulation is the speed at which the 

program redraws the viewpoint on slower PCs - if the 

graphical detail is high it can be excruciatingly slow and 

definitely impedes your enjoyment. Even so. there's 

more than enough here to please arcade payers and 

strategists alike, including some cute features such as 

the ability to change your playing stance or print out 

scorecards. To appreciate Links to the full you need 

preferably a 386, a hard disk, sound support, and some 

expanded memory - if you have them, it easily becomes 

a match for PGA Tour GoH. Even if you don't meet these 

requirements, Links is still one hell of a golf simulation. 

THIS CONVERSION is being developed by 

US Gold over here, and scan! deiails are 

available. One thing is sure though: the 

range of colours will not be available, 

although there's a possibility that thespeech and sound 

effects will remain ihe same. 

THIS ONE'S also being developed by US 

Gold, and what applies to the Amiga should 

apply here. 




ST 







LINKS 

ITJi?^™™ • • 


: 

■* 

of 


i ■ 1 tfVl 1 1 1 


* 
m 


east ej ^ ■ t « 

_ -,e- -ssejfj e**.* 

• *— * »la»» - ~~ ^ 


ft 



NO GOLF 
SIMULATION is 
complete without a 
scorecerd, but Links 
even allows you lo 
print out Ihe damage 
after the round has 
finished. It you can 
aland the humiliation 
that It... 



NORMAN'S ULTIMATE GOLF 

/-* r-» - Gremlin 
GALORE A more technical and detailed goll 

THE FIRST computerised golf course simulation it would be hard lo find^ 
was croated in 1979. developed by two but what it gains in detail H lacks in 
American companies. Optronics and realism^ The poor ball movement 
Te*aslnstruments.Leaderbo8.dll986> and lack of subt ely 
was arguably Ihe first to realise Ihe presemai.on of Ihe greens mar an 
arcade powei of the sport, following 0 
hosl of inferior two-dimensional 
efforts. Here's* quick round-up of what 
Links' competition has lo offer... 



n the 
reens 

Otherwise comprehensive simulation. 



CALIFORNIA PRO COLF 

16 Blitz 

This budget-priced simulation is a 
decent enough attempt for the 
money, but suffera a serious lack of 
credibility - where would you find 
clumps of trees in the middle of the 
course? Us major flaw is that the 
view switches fror 
at every green. 




JACK NICKLAUS' GREATEST 18 
HOLES OF MAJOR 
CHAMPIONSHIP GOLF 

Accolade 

Now available with a matching 
course designer, Ihis four-course 
wonder is visually unappealing. It 
does feature some (bland) advice 
from Ihe man himself, but Ihe screen 
akes an ago to redraw after every 
ot and the general feel is clumsy. 



the pm 

LEADERBOARD 

Access And US Gold 

One of the first golf simulations to 
appear and - if you can lake Ihe luck 
of frills - still one ol ihe besi. Lacks 
the sophistication of today's 
simulations though. 

MEAN 18 

Accolade 

An early attempt to combine strategy 
with arcade skills, this spawned a 
couple of Famous Courses ISl 
Andrews and Pebble Beach) but 
never quite achieved greatness It's 
available on Accolade's All-Time 
Favourites compilation. 

PGA TOUR GOLF 

Electronic Arts 

The most accurate and playable golf 
simulation so far: incredibly easy to 
pick up and play, with lour tough 



courses guaranleeing lasiability 
Random factors such as wind ai 
hall lie. and a row neai presents 
touches moke this simply Ihe 
there is. 




WORLD CLASS LEADER80ARO 

Access And US Gold 

The Leaderboard concept has been 
flogged to death, but this is the best 
in the series. It features detailed, 
horribly tricky courses and the 
basic but addictive arcade-style 
gameplay An excellent introduction 
lo the computer sport. 



e best 



WORLD TOUR GOLF 
Electronic Arts 

Availahle for tenner, and now 
looking a bil long in the tooth. There 
nte bogs of features In there but Ihe 
visual display is crude and Ihe ball 
movement unrealistic 



104 



THERE'S 



THE 
ONE 




JAN 
1991 




OVER A YEAR 
IN THE CHARTS 
...OVER 100,000 SOLD! 

The 8-bit soccer game of the 80 s becomes the 16-blt sensation of the 90's 
with the release of the long-awaited Atari ST and Amiga versions. 
When EMLYN HUGHES INTERNATIONAL SOCCER ! was released torCf* 
Spectrum and Amstrad, reviewers were amazed. « ral ted 90 /» n ZZAP 91 ^ in 
Sinrlair User 88% in Games Machine, 91 % in Amstrad Computer User, 94 /. 

S ComX&" -~ Games ' 887 in ACE ' Game °' ,he Yeaf CC ' " ^ C 
go on for ever! 

Now with the release of the Atari and Amiga versions reviewers are reaching 
toMhei dictfonaries to find new superlatives. ZERO described the game as 
•totallv excellent' the sound as 'absolutely brilliant' 89%; Your Amiga rated it 
!he best socce"' simulation to date - 95%' ; YC World Cup Winner 97%. 
Forget the rest - there's only one EMLYN HUGHES INTERNATIONAL SOCCER ! 




N 1979 a Utile seed called Viz was planted In 
Chris Donald's back garden. Now Viz is aroun 
I million feet tall and bearing big fruits 
Viz is full of swearing and enjoyed nationwide by people 1 
'ram all walks of life, from students to bankers. It's also 
spun off all manner of merchandise, from T-Shlrts to home 
computer software. 

Viz on the home computers is a new Joint release from 
Virgin Games ( who publish computer games ) and John 
Brown Publishing (who publish Viz: 
The Comic). Unlike Viz: The Comic, 
which la made up North somewhere, 
Vizon the homecomputers is being put 
together by Probe.perhaps best known 
tor its arcade conversion work. 

But Viz on the home computers 
probably isn't quite whatyou'd expect. 
It's not like most comic-related com 
puter fare to date, which has been In 
ihe arcade adventure mould ( move a 
character around some scenery, col 
.ecting objects for use elsewhere). Viz 
on the home computers Is a race. 

"We decided to go for a race game 
nstead of an arcade adventure simply 
tecause we wanted more of an arcadey 
fwl," sayH Probe Producer Jo Bonar. 
"We didn't take the easy way out 
".nstead we tried to achieve a game 
involving the Viz characters, but 
which is really funny In Its own right 
The use of speech bubbles and graphics 
•dds to the humour." 

The contestants In this race are 
Buster Gonad. Blffa Bacon and Johnny 




CHOOSE YOUR PLAYER 



CH0O5E YOUR PLAYER ... The thr M constants in the g...l 



Viz n 



1 

I • 1 



9M% 

ACON FaifaSs CWfiD 



Fartpants. with the two characters not chosen by the 
player controlled by the computer. 
"Ween 086 Buster, BtfTa and Johnny as contestants," says 
o.-becausethey'veallgotaspeclal power - an Interesting 
anatomical anomaly If you like - that can be used In the 
game. Johnny Fartpants can jet around the screen. Buster 
Gonad can bounce on his balls, and Blffa hits people. It's 
more difficult to use characters like Sid The Sexist who Just 
drinks lager and tries to pull birds, or Billy The Fish who's 
erm... a fish. The main characters were 
chosen mutually as the ^characters 
most likely to work well. They are also 
some of the most memorable charac- 
ters In Viz - even people who don't 
read the comic have heard of them." 

The special powers aren't readily 
available though. You have to earn 
them by means of a simple test of skill. 
"You have to play a sub-game before 
each level," says Jo. They're chosen at 
random but all Involve Joystick waggl 
Ing. There's six In all. two for each 
character's particular quirk - like the 
Johnny Fartpants High Altitude Guff 
ing competition. The higher you guff, 
the more special power tokens you get 
fbtft^^^^^fc ' or using In the race. You have to use 
|»] ^^^y them Judiciously throughout the race. 
\ J J and It's essential to use them proporly 
VVLmV \axer on. Blffa goes Into a frlggln' lager 
^^^^ frenzy and flails about, knocking 
everyone down. They only last for a 
certain amount of time, and you might 
bump Into something or fall down a 
hole so you have to be careful where > 




I— 



■e 




FEATURE 



THE ONE 



JANUARY 1991 



►» you use them." 

The race takes pi ace through "flvepartsof the Fulchester 
environ", with special guest hindrances from other Viz 
characters. "You start in the countryside, where there's 
people like Bertie Blunt and his parrot - who tries todump 
onyourhead - and Parky.whohasagoateverybody. Then 
you go into the town, with all sorts of strange cars and 
roadworks. There's Mrs Brady moaning about things not 
being what they used to be and Aldrldge Prior on his 
Scooter - ltwouldhavebeenonhisHarleybuthelentltto 

Billy Idol. 

"On the building site you meet Blffa's fatha, who beats 
people up. and there's Shakey, strumming away on his 
guitar and leaving the players confused. Thenyou go to the 
beach, with Uie crap sharks playing ball - well, what they 
think's a ball but Is In fact a mine - and Spoilt Bastard, 
who's burled his mother up to her neck in the sand " 



to Via artist-writer Graham 
Dury. Via writer-artist Simon 
Thorp, and Vis publisher John 
Brown. What they had to say will 
both shock and astound you.- 



I 1 1 




i .i.i 

1 r - 



JOMNNY FARTPAHTS doing -Mil he doe. beet in en .n«npl lo beet up his pump power In 
AH iii. Of Gulling competition. 




the High 




How did Vis 
come about? 

GD: Viz whs started by Clirta Donald 
and Jim Browiilow in 1979. They "were 
both working at the time - Chris was 
working as a DHSS clerk- It was just 
started for something w do. We joined 
around 1986. And the reel is history. 

Where did the title Vis come 
from? 

GD; It dldnt actually mean anything 
but I think It's Latin for 'with respect' 
or something. It come about because 
ChrlB wanted to make a stamp, for 
letterheads and all that, and he 
wanted to oarve It out of a bit of lino. 
So he needed a word that was fairly 
short and had straight lines in it_ Bo 
Viz was U. 

Did yon ever think it would be 
this big? 

QD: I flidnl, no. I thought it was good 
enough to sell a few thousand copies 

- I mean, it was selling about sixty, 
seventy thousand copies when I joined 

- but 1 never dreamed it would sell a 
million. 

Have any of yon changed much 
during your growth? 

GD: Well, I've got hairs around me 
parts, but that happens to everybody. 
The comiti'a not changed, 1 don't 
think. It's a bit beuer drawn - 

ST; The way it's done is exactly the 
same as it ever was. When we were 
selling fifty thousand copies it was 
glued together and drawn exactly how 
it is now. So it's exactly the same. 

QD: That's one of the good things 
about It - you know exactly what 



' you're going to get when you open the 
pages. 

A lot of imitations have 
appeared since Via took off- 
CD: I dont mind the imitations. 1 
don't actually read them, I'm sure 
they're not very good. But there's 
nothing wrong with having 
competition. Oh, what a sad world this 
would be if we had a monopoly. 




program after the news at six o'clock 
- Terry Thomas' Angling Times 

And he used to do this bit about 
fishing, and at the end he said, 'And 
remember, if you go out Ashing this 
weekend. Tight Linea" 

BT: 1 brought Graham a magazine 
back from my holidays, it was 
something like Practical Woodwork 

It had a picture of Rolf Harris with a 
piece of wood on the front, and it had 
•Inside-. Rolf Harm Wood Enthusiast' 
and there was a free set of dowels in a 
little bag on the front And inside 
there was this picture of Rolf Harris 
with this wooden chain that he'd 
carved, and underneath it said 'Rolf 
Hams with a wooden chain Uiat he'd 
carved himself and wearing it with 
the gentle humuur for which he's 
famous.' 



What sort of stuff do you read? 

ST: Meet of what we do is based nn 
stuff you read when you were little, 
But we dont read comics very often... 
once or twice a year. But all that Q 
Bikes and General Jumbo and Billy 
The Cat - they don't do them any 
more. 

JB: That's because our research 
shows that Hdventure comics are now 
out of date, wliereaa the Beano is not 
out of date at all because it's all 
comedy. Stuff like Dan Dare is out or 
dale because that has been overtaken 
by the A-Team B I . I Raiders Of The 
Lost Ark and all that stuff. 

GD: There's a magazine called Big 
Pish, and it's dead good. If you open it 
up It's just pictures of men kneeling 
on a river bank hooking big fish- Do 
you remember Terry Thomas - Tight 
Lines'. It might have only been on the 
Genual region, but he used to have 
his little bit on fishing on his regional 



What sort of humour are you 
into? 

GD: I llkk Cheers Golden Girls... 1 

like anything by Carla Lane, she's 
great Oh no. I'm lying. 1 hate Cheers. 
I hate anything American. Oh no - 
Police Squad, that was good. And 
Harried With Children - thai was 
good, because they're all awful, 
horrible, unpleasant people, and none 
of them are nice to each other. The 
Carry On films are good... One Foot In 
The Grave'. * ■ ■ ' Terry And June 
was alright 'cos it was so bad. My 
favourite ever? Erm... Probably Police 
Squad - was that a sitcom? There's a 
dead funny one that IVe only seen 
about two or three of, called the 
Honeymooners. with Jackie Oleeaon... 
it'B whaL the Pllntstones was baaed 
on. You know how Top Oat was based 
on 8ergeant BUkoV Well the 
Flintatonee was based on the 
Honeymooners, And li was dead 
funny. Il was Pred and Barney 
PUnistone. 

ST: 1 quae like Home To Roost, with 
John Thaw. That's a good one that, if 



you en down and watch thai., it's 
funny. 

Do you watch any aoaps? 

GD: Coronation Street, that's dead 
#od. That's a comedy that ia_ The 
b-st bit in BastEnders was when Duty 
Den went to prison, and all the 
prisoners used the word 'nafftn", cos 
they'd been watching tou much 
Porridge. I'm sure prisoners do say 
nafnn', 

Are there any plans for Vis 
films? 

GD; No, I dont think so. Billy The 

Pish was a dead successful television 
aeries - we were all pleased with thai 
because It lent Itself IQ being on 
television. I dont think any of ether 
characters do. Billy The Fish is a dead 
quick, cheap, nasty story - well, 
there's no story to it - and jt just lent 
itself to tha'. Captain Pugwash 
animation. But I don't think the 
others do, I dont think they'd transfer ( 
to the screen at all. 



ST: One weVe got m the latest issue is 
Simon Snowman. We have high 
hopes for Channel Pour paying a large| 
amount of money to produce a 
Raymond Brlggs type thing. 



GD: Sid The Sexist 

the screen... 



he's going onto 



JB: It's Jimmy Nad. He's a bit tall 
but.. He sort of chose himself. It's 
going straight to video - if it happens^ 
It's a bit too smutty for TV. 




ARYJ991 



9i 




THE ONE 



107 



P EATUKE 



JOHNNY (- A" I CANTS it in irouMa on the building alia. Homvw, things 
are looking up in town (in tat), m ha attempn to guff hit my over a 
manhole. 



Finally, there's the disco - "Sid The Sexist's spilling beer 
and thrusting his loins, and the Fat Slags keep trying to 
shag you." 

There's no Flnbarr though - "We would have had him 
only we couldn't fit him in." 

Throughout this madcap mayhem renowned television 
personality Roger Mellle provides a running commentary . 
"He's really there for anyone watching the game - there's 
too much going on for the players to notice what 
he says. It's a game you can watch as 
well as play. Everyone in it has say 
things In speech bubbles, which you 
can turn on and off at your leisure." 

The design was a group effort but the 
task of actually programming Viz on 
the Amiga and Atari ST was given to 
Martin Bysh. In his time Martin's 
converted Sxolon to 16-bit for Hew- 
son and Mr Do Run Bun for Electrocoin. Newcomer Lee 
Ames handled the vlzuals. "We needed some graphics for 
another project." says Jo. "and he happened to know 
the programmer. It was completely separate from Viz. but 
he's brilliant so we used him for this." ► 




QD: If you tried to clean it up .you'd 
jjbi lose everything. 

JB: That's what we're going to have lo 
do actually, because we make more 
money if it goes on telly, so well cut 
out a lot of the swearing, ItH still be 
fine though. 

OD: Cut out the sexism as well... 

ST: Change his name to Sid The 
Cheeky Chappy 

QD: And he uould say fnggin' all the 
time, like they did m EaatEnders. 

JB: IPC years ago did actually flflk 
Chris and Simon Donald to do a 
dummy for them, before I got 
involved. And they did the dummy, 
and they said, 'Oh, fabulous chaps, 
absolutely fabulous' - and this was all 
in the boardroom, with all these old 
men. And they said. 'Trouble is, bit 
strong for us in places. For instance, 
lax Logic uses the word 'penis' - 
couldn't we just uhange that to 
•chopper",.. 

Where are all your Ideas 
generated - down the pub? 

OD: No no - that's one thing you 
don't do, 'cos if you get pissed up and 
you think of ideas and you all fall 
about laughing, when you sober up 
the next day you think, 'Christ, what 
an awful idea." No. it's a sober process. 
We get loads and loads of stuff sent to 
ue - most of it's crap. But you don't 
have to be particularly good at 
drawing. Thai's not the Idea, it's not 
funny. Most people think if they cram 
X full of swearwords and pictures of 
people's parts then well publish It 



But Rude Kid works because of 
that... 

ODi Well, yeah, that's true. You see, 
swearwords aren't funny unless we do 
them. I think the best Rude Kid came 
from a competition. We ran out of 
Rude Kids so we thought, 'Right, we'll 
have a competition,' where you had to 
send in the rudest word you knew, 
and the winner would have his said 
by Rudo Kid. Arid it was 'Fanriy 
Bauer'. That was great that was. How 
long did we laugh for? 



ST: Quile a while. 

Do yon find that any of this 
swearing and so on rabi off? 

OL> Oh yes. But I dont swear in mixed 
company... 

ST: Or in front of children-, 

QD: Or m front of children... 

With all this naughtiness do you 
get much hassle from the 
tabloids? 

OD: 1 reckon what they do is read 
every Issue as it comes out and look 
for things that might be controversial 
and phone up the people who might 
be offended by it and say, 'Have you 
serin this?' and kick up a stink. 

Like Kylle's tits... 

QD: Kylle would never have seen it 
Someone read it and phoned up her 
publicity agent.- All our stuffs read by 
a lawyer before it goes to press. 

JB: If you're suing you have to 
actually prove 10 people that it 
seriously does you damage. So I mean, 
If you had sort of 'Rod Stewart Had 
Sex With The Loch Ness Monster', he 
can't say, That's a gross slander 



because you are accusing me of 
having Bex with an animal.' because 
we just say, 'Look, every single person 
who reads this - there's no way thai 
they could take it seriously*... 

ST: Mind you, you do have to be 
careful 

Is there anything or anyone yon 
wont take the piss out of? 

QD: Fat people- 

8T: Bald people... 

OD: Old peopla.. 

ST: No, not really. If we think it's 
runny, we do it - 

So there's not been anything yon 
wanted to do but... 

ST: Oh no, there's nothing that weVe 
warned to put in that anyone's said, 
"Crumbs, that's a bit., sick.' Actually, 
there was an idea that, we never got 
round to, which was probably a good 
thing. You know those little cars you 
use to go shopping, but like for 
incontinent people so lt'd be like a 
little toilet in wheels so they could go 
to shops and... 

QD: in-'onucar. 

ST: Come lo think of n there are loads 
of things we never got round to doing. 
Like-. Erm... Well, there was the prison 
thing. We do resurrect them from 
time to time though. 

What about the photostories... 

OD: The photosloriea... aren't that 
difficult to put together, 'cos all you do 
is rush to the shops and you buy a 
copy of Jackie and you read their 
story and you do it But a little bit 
different They don't take a long time 
to suck down, it's actually going out 



and finding somebody on a Sunday 
morning lo get out of bed, and i( 
usuairy ends up being the same 
person. We generally use friends of 
the photographer. 

Are any of the characters based 
on people you know your 
friends or relations? 

OD: Not many. Meet of then- re 
based on stereotypes of pe^.e. But 
there are one or two actually based on 
individuals. Like Mr Logic's based on 
Chris' big brother - he's a very logical 
person who speaks logically and he 
reasons things through before he says 
them. And if you say something that's 
slightly wrong then you get a logical 
reply. And a lecture. You cant just 
make a passing comment lo him. It's 
got to be a logically reasoned 
comment Spoilt Bastard's based on 
my big brother, but 1 mean, he's not 
that bad but he was a bit of a 
tearaway when he was a kid. He was 
very spoilt 




What are your favourite 
characters? 

OD: My favourite's Spoilt Bastard, 1 
like him. He's good and easy to draw. 
And Flnbarr... 



108 




THE ONE 



JANUARY 19S1 



► The lively soundtrack was composed by the Maniacs or 
Noise on the 64 and converted to the Amiga and ST by 
Sound Images. 'It's very stupid." says Jo. "I suppose its 
reminiscent of Benny HU1 and Children's Television." As 
far as aural effects are concerned there are sampled farts 
and all sons of yells and thumps - on the Amiga. There 
wasn't enough processor time on the ST," Jo reveals. 

Everyone involved with the project Is an avid Viz reader 
- "that wasacriterla for anyone working on th6 project. If 
they had thought it was puerile or silly they wouldn'thave 
puttherighleffort into theJob.Fortunately computers and 
Viz seem to go together like peaches andcream. People who 

like one usually like the other." 

Surprlslngly.glventhefactthatVlziaaUtUebltrudeand 

computer software rarely rises above turn' on the 'norty' 

scale, Probe didn't hold back when it came to censorship. 

-We made no compromises - we couldn't really, because 

then It wouldn't be Viz. We thought that some of the 

language and graphics would be rejected, but when people 

saw them they either laughed or thought they were so 

outrageous that they had to go in. There's nothing 

offensive on the packaging though." 

Viz has taken around seven months to put together. "As 






3£» 



with any original product we had all these Ideas, but they 
either didn't work or the limitations of the machines 
prevented us from implementing them, so we had to drop 
them which wasted a lot of time Of course, wo also spent a 
lot of time researching the game. 

The Viz team gave us every copy of V iz to look at.but they 
didn't actually help. They gave us completely free reign, 
just saying that we need not draw any line as long 
as what we did was funny. They also Bdlted the text and 
corrected our Newcastle grammar." 

Canny lads. ■ 



Do yon often And yourself using 
double entendrea? 

QD: Erm, I donna W* had a letter 
from a woman who was a big Pmbarr 
fen and she worked at Habitat She 
said thai any uma anybody phoned up 
to complain' about something they had 
u competition to see how many double 
entendres they could slip into tho 
telephone conversation- So Uks, if 
someone phoned up alMjt a chest of" 
drawers they'd (ell hnr to bang it with 
a looool. Anil push H in... 

ST: TrW beex thing about Rhbarr IB 
Kfaot you eoukl out it up and auuk 
down in any fitter and you wouldn't 
nouoe the difference, Tru-re's no pl"t 
to speak or.- The character 1 liked 
m<wt, the one I was most duad 
pleasedest wuh drawing, wat; Barry 
The Cat 

Whatever happened to Paul 
Wicker? 

QD: hOtf Wluk>r was drawn by Jim 
Bmwnlow, and he's since euased to do 
anything for the comic Hut if you lo>k 
very carefully. Paul Wickers actually 
changed jobs and Iih'r now a 

Postman. 

What do yon think about the Idea 
of a Vis computer game? 

QD: A Via oomputnr game IS one of 
things trial if It's done badly ll'H be 
very, very bad. And if It's done well It'll 
be all right. Bui Lhat'o me speaking 
personally 

ST: Ha speaks (bf me as w-tll. 

QD: mink you. Its going to be wry 
veiy easy to onck a up. I'm nr* saying 
they will do, I'm sure they're very gond 
m. their jobs. 

JB: Hut the flint thing we lookwd at 
i> i-nifl vi>rv fin.">uriginrt. 



QD: WeVw both got computers, haven't 
we. 

8T: W nave. yea. 

QD: WV-Ve gut AmlgHO. But I Awft pl?<y 
games OH 11. I'm not averse to playing 
games, I'msui*' 1 woukL Hut 
compilers aivaoienutli' u.si nnnentfl. 1 
like OOTTIpWgff I d«'iA understand 
them, I can't how irmy can work. 




Is there anything In life you 
generally despise? 

QD: The Krypton Factor - ial 

that. It's bo ridicules. U'6 just hk«... 
It's not geaml up I. I find out th<» 
world'9 superp*TB->n. which iswfin It* 
auppoB**! to do with its cUfT. n tii 

eatogoneH Hut it doesnt do Umi, 
ht'uause OH the assault OOUffB R 
handlfiapo p-5plf ao all Uie women g^ 
first and <ilder men g" first and if 
you're finding On auparpTBon »nv|y 
yi-u ah' uM all start '**ff Oft -qual 
foiling On Uw inielilgt-inH' leol it 
doesn't give puople wh" are n little Ul 
more thick, it do-eiA give UVni a 
hfcwWart on that. And not only thai, 
but Uie liitalllgent?!- test d".flii'lb?S» 
your inteulgvmoe ll tests your manual 
di xteiny btcause you hava t.» OL 
tiungn In. Afi'1 a person with one win 
couldn't do It oo bWre d**med as net 
(IS intoUlgeiii. 

JB But they're hardly g"lng to be m 
superpersoh? 

QD: But it's it'% Hi" point, il'fi i»"t 
testing y»ur inwUigentM. 



8T: They alvuld hove io sit down and 
do 0 nub? puzzle. 

QD: Thai's nghi. -1" s.'ine malhfl— 
What do you dncpise? 

ST: K«h«r luuitwa Erm- OeBfnond 
wu«>x. Erm.. whodan\ 
milkiHte on ihe motorway. I cari*". 
eiaritl tli-in. And people who don't put 
th« tope back OQ irctJ ipaete. P*t%A* 
wlv* pui mn^hen baith In th" 
box And just generalW worW hunger 
and lamin-. And Chrisunas. 

What of the future? 

QD: I'll rjv$> d<>U.g Uilf. 1*01 ei.pying 
V. it's a bit ■ f m 1'ixigb. Mayt»' I'll 
ht*«5mf >* U V 0'lwiMon tuiai.lat.. t 
oHi.'t gr-.w a tm*n\\ ih"ugli 

Do you have a favourite joke? 

QD: Ib< >h» IfiOl liihde iil'i laugfi the 
01' 61 - th*r*- Were WO, Thel^ tfie 
vne With the d'wn and th- -/nuiH« 
mat. in Uie w^rld. Hl« aoiv who's n bit 
fibV- w-iiil to thn oipuus and aal 111 a 
fibril s-al. All tlieeo tciB cm* on, ufid 
then the down nomas on and chucks 
a bupktt of water ot. him, and 
•^wryt^Hl.v pieoes thetriBHlv-w laughing 
So tie's a bU upset UK", but ewntuaUy 
he gXfi igajii \WU sot On the aanm 
seat, and the ..kphaiiu come on, nte\ 

the trapvw artisie. Od tiienthe 

CliJWTi OOmeB Uli and h«- ohnoko 
mi'iher buok-i "f wnb:r over nun, 
And •wryone puw« ibniuselvee 
louglutig. yy-> Una Ucgke runs 'Hit - m 
he's d«Bd embari-asotU, 'fti liwV h bit 
Bhy. Ajid -irvywav, »■ he went to see 
lua dad, who's (hi wlttl«n man irw 
world, and he's g^ like, I'hliR In 
earv^aem, and n Muster < 'f WH <l«greti 
H« oould put Hiiylv»dy down. 80 tins 
bloke says, "What am I going b» do, 
dad? I whs .in* *• einhHrraaa*!.' And 
bis dad says. Titi-pkr like thai uiuwn 
am, my nervw' He says. 'Hi go thvtv 



i, ctotTOW and I'll put him down- Vou 
Ihhvh it to me, son,' ft ' bis dad wi»i it to 
Uw circus Uie next day grid w» l hi b*ir 
same seaL And tfie iraf«e wUHls ant 
the elephaniB oome on. and then Ui- 
otpwn comes on with his buoXet of 

waisr. He comes Up to UUS blJw'o do/ 
and he's just ate»ut to ohuak it »n 
him, itnd his dad says, 'Oil Pdok orr 
yxi red-nceed bastard,.. 

BT: !-Iy favr urlto Joke's Die m 'nknv 
joke. It's moW of a visual joke... 
There's these two policetiMi, and 
they're driving along and thnv com* 
ftcrces this car accldenL in th" nnddl< 
Of the road. There's a d«a.l woman 
and a dead man lying in th* i*ud. 
and there's thlfl monkey running 
around holding us bead, all daa^l. 
The pollruiiieri r-ojise that the 
iiionk»TV's thti only wltno« w thn 
oiH-'ideia, &• th^y put it into thr bank 
jf th« polloe oar and taka It to th* 
diyiiMt. An luck would haw It U 06 16 1 
highly trained circus monkey thai 
understands wlwt you say. So they'r* 
talking to the nvmkey mid ifiey say. 
■Caii you tall us what p^eitlon Ihe mi 
was iri tt thw time of aooiitenl?' And 
the monkey gtwa.. And ih-?/ say to U 
monkey. 'Con yru tall <ise wliai 
p-^iuoii Ui» Woman wait in at the unit 
of ihe MOWent?* And thr monkny 
gnee like this... And tiiey say. 'And 
wtiat. p*«iU'.'ii wpr>» ,V"" in at the Uioi 
of trie axwld»)tii?' And the monkey 

QD: ThWrt this lUOUtt wl»''seao«pi 
ffOrn the asylum and rie nuis down 
the Direct and runs into a laundetvii 
wli-'re there'ro ifveSe two women doll 
the washing and h»- rapes them boU" 
and runs off and the headJihi m the 
paper trie hvA <lav was 'Mui Screw 
Washers And BoUfi" . . . ■ 





JAN 
1991 




Computer aided weapons systems on-line, 
communications erjtiiptnent operational. System checks 
^ 'compleje, prepare lor combai as a member o( your nations 
elite assault team - SWIV. Two different vehicles of devastating 




Primary Objective; Destroy enemy control centres. 
Secondary Objective: Interdiction mission. The destruction by military force ot all enemy units. 

SWIV - No one knows what it means but everyone will know It when it arrives. Coming soon. 



"Destined to be THE Shoot 'Em Up of the year." Amiga Computing November/90 
"Superlative ShooT'Em Up Stunna." Zero NovemBer.'90 



The problem with life is 




that you only live it once. 

One lifetime of experiences, one lifetime of fun. 

And that seems a little harsh. 

As the leading force in simulation software, we try to expand horizons at 
Micro Prose. So, this Christinas, we're giving you three different lives to live. Three 

stunning experiences. Three lots of fun. 

THE PAST 

The dale is 1914, and you are a British, American or French flying ace of World War I, 

attempting 10 take out Axis pilots in hair-raising dogiights and shoot down Zeppelins before 
they can cross the channel. "Knights of the Sky" is historically accurate, allowing you to use more 
sophisticated and powerful aircraft as you move towards 1918, navigating by map and compass, 
just like the real aerial combat pioneers of seventy Ave years ago. You can even end up 
challenging the the best hot-shot pilols that Germany could put into the air, such as Oswald 
Boelckc. Max Immelman, or even the great Baron von Richlofen, the Red Baron himself. 
"Knights of die Sky" features MicroProse's acclaimed 3D graphics system, further enhanced and 
improved, taking the flight sim genre into a whole new era. Available initially on IBM PC 
compatible machines, Atari ST and Commodore Amiga versions will follow shoitly. 

THE PRESENT 

The 1990 s are the age of international crime, terrorism and espionage - and you are the 
clandestine superspy charged widi travelling the globe to combat these forces in MicroProse's 
new tech no-thriller. "Covert Action". Using the latest electronic bugging techniques, high tech 
intelligence sources and good old fashioned clue hunting, its up to you to identify' the 
ringleaders and bring them to justice. Become expert in wiretapping, decipher acquired 
information with the aid of sophisticated code-breaking programs, and use surveillance to 
complete the picture. And if your technological know-how, cunning and luck ever let you down, i 
you've always got the latest combat weapons such as CS gas, stun grenades and compact sub- 
machine guns to help you out. Across Europe, the Middle East and Central America, with 16 
cities to cover in each area, youH have your work cut out to make sense of the allegiances 
between numerous terrorist groups, known political activists and foreign spies, all underiaking 
"Covert Action". Available lor IBM PC compatible computers. 

THE FUTURE 

The end of the 21st century. The Eartii is an ecological wasteland. Nuclear melidowns, climate 
alteration, species extinction; all have taken their toll. Humanity must evacuate its mother 
world, to give the Earth time to recover from the devastation wrought by past civilisations. The 
human species has left Earth in immense transport ships. You are the pilot of a Trailblazer 
series dreadnought, sent ahead of the main ships to prepare an alien star cluster for human 
colonization. You must find a planet suitable for humanity and obtain die resources the 
fledgling colony needs to survive, by mining them from unclaimed worlds or through 
interplanetary commerce with friendly aliens. You must make the cluster as sale as possible for 
human families by making friends and eliminating enemies. Flying at incredible speeds 
through deep space, the many lifeforms you encounter will see you. quite correctly, as die alien. 
"Lightspeed" is MicroProse's first space simulation and it is one which will set new standards by 
which others will be judged. Original music scores and the latest in 3D light sou reed graphics 
provide the stunning technical backdrop for your journey as you fight, trade, and talk your way 
towards your goal of finding a new planet for your people. "Lightspeed" will initially be 
available for IBM PC compatible computers. 

MicroProse bring worlds to life. 

AflCROPROSE 

SIMULATION * I O > 1 W A ff E 

Three stunning experiences. Three lots of fun. 







DAVID BRABfcN i» 
one ol ibc country'* 
trading cnieitainmcni 
volt* are dewgneiv and 
programmer* The 
26-yearnM Cambridge 
graduate* programming 
careci began thorlly 
after ihc of the 

Acorn Ainm. "1 was 
able to gel into 
machine -code 
programming picily 
much ttraight a«ay 
bccauw Ihe Alom has I 

• in- 1 in Mmfafcf' By 

the lime I met Ian Belt 
al Cambridge •< both 
had a very strong 
inteievl in garner and 
had written garnet of 
out man. Ian had 
wiill en an Othello name 
and I wiote fnre/Uf fix 
AanfOft. nut I hadn't 
had anything released 
.•ommcitially by that 
time I was just playing 
around lot my own 
amusement " It »«• 
from this aiaociauon 
ihat the classic Wife *** 
Mmcd Originally 
released in IW4 on the 
BBC Micro by 
Acotntoti. F.hie was an 
overnight phenomenon 
and hat since been 
convened W> almost 
every computer formal 
imaginable. An 
enhanced PC version 
has MM been released 
by MicroProac. and a 
version for the 
Nintendo Entertainment 
System n currently in 
production. In I9B7 
Hiahcn'l nest ideate 
malcicautcd - the 
innovative >D shoot 
cm up Zaun. But n 
waui i until I98K. when 
Zarrti »at converted by 
Braben to lo h» and 
renamed Virus, that 11 
enjoyed widespread 
iccognition and proved 
Braben an more than 
I ml as one-hit wonder 
Since then. Braben hat 
helped to design 
Conquer,* (whxh uied 
■he umc land*capin| 
technique a* Vinu) with 
ptograrmnei Jonathan 
(rtduiht i i. c /..■.! 
C.mgueior appeared 
originally only on the 
Ardumcdei, but *•§ 
laiei convened to 16-bii 
by Rainbow Am (tee 
Review in laaue 20). 
For the UN year 
Braben has been 
hammering away on 
whai looka lo be hi* 
most ambiliouv project 
to date: Elite It At the 
time ut ihtt interview 
howevei. Braben is 
itmainmj cagey at to 
what Elite II n going to 
be like - there. Mill 
months of work 10 be 
done before it reaches a 
presentable stage 



"I don't agree with the people who say that there aren't any original 
game ideas left. They just say that because they haven't got any." 

David Braben 



How did Elite come about? 

The concept behind Elite - 
the idea of a space combat 
game - hadbeenaroundfor 
a very long time. But at ihe 
lime a lot of people were 
saying that a game like ihat 
wouldn't be possible. 1 did some experimentation 
with the Acorn Alom and decided that it was 
possible and. at the beginning ofl 983, myself and 
Ian Bell decided to try and do it. Originally the 
objective was to see whether we could do a 3D 
graphics environment as an arcade game - there 
was no trading or anything like that. But it was 
supposed to be more of an adventure than a 
straight arcade game - in fact the plans we had for 
it originally were a lot more ambitious than it 
eventually turned out to be. We were going for 
something a lot more involved, but trading was 
originally a very minor aspect . Right f rom t hestart 
we decided we wanted to produce more of a total 
environment simulation rather than just a game 
where you could gel a nice score. We were 
adamant there was to be no concept of score at all . 

The basic idea of flying around and shooting 
things remained stable for a long time. The 
missions however, came in almost after the event. 
The missions were actually an attempt by us to get 
some of the flavour into the game that we hoped 
would have been in there from square one. 

We eventually completed Elite off our own 
backs and then look it along to software houses. 
One of the first places we took it to - Thorn EMI 
- actually rejected it! They said it was too 
different, and that there was no obvious goal. 
What's interesting is that for the last six months or 
so we've been trying to get Elite onto the Nintendo 
console - that version has been finished for a 
while now. and it's actually a very good version. 
But people are saying that it's not a Nintendo 
game and that Nintendo players want simple 
games. People were saying exactly the same thing 



when we were showingaround the original version 
and look what happened! 
Did you ever expect Elite to be so successful? 
Yes. I thought it was going lodo well - but I never 
dreamed that it would be going this long. If you 
had asked back in those days What willcompulers 
be like in 1990?' you'd imagine something quite a 
lot better than what we have now. 1 think the 
technology has kind of stagnated over the years. 
Why do you think Elite was so popular? 
Well, the only 3D style games that were around at 
the time Elite was launched was Batllezone in the 
arcades, and a few other sort of psuedo 3D things 
which weren't very convincing. Also, the whole 
idea of the science -fiction environment, and the 
role-playing elements that came in because you 
were trying to improve your character-offered the 
player total escapism. 

Do you think Elite still holds Its own today? 

Yes. The ideas bchindagamedon'tage - the only 
thing that ages is the technology you use to get it 
across . There's a lot of shallow software out today 



I've been playing MicroProse's Ml Tank Plaioon. 
and there 1 don't think it's even obvious what you 
have to do. Certain aspects of the game are very 
easy but not at all satisfying. Another one is 
Bomber from Activision. You can sec how the 
developers have gone to a lot of trouble toproducc 
that particular piece of software, but there's 
nothing in there that's really fun to experiment 
with. 1 think there are a lot of people who have lost 
hold of the game side of things and concentrate on 
just getting the graphics side across. 
What about the origins of Zarch? 
Acorn came to me with a prototype Archimedes 
and asked me to do a demo program for it. The 
only problem was the time - four months between 
me receiving the prototype and the actual release 
of the machine, and so I had to learn to use the 
machine and write agame for it in that time. That's 
why Lander - asZarchwasoriginallycallcd - was 
so simplistic at first. The whole project was much 
more of a technical exercise than agame idea. The 
rolling landscape was something I wanted to try 
out to see how convincing it was. 

1 was just thinkingabout ways you could present 
a landscape for a game where you went down onto 
the surface of a planet . and how you could produce 
that landscape from scratch. Both Lander and 
Zarch are just very simple mathematical 
functions. When the function falls below zero the 
landscape becomes flat - inotherwordssea. And 
when the function is more than zero it becomes 
mountains. The first demo I did just had a 
hovercraft flying over the landscape, and 
originally Ihe landscape wasn't always horizontal 
- it could roll as well as the player. 
Were you happy with the final product? 
Not entirely. I thought it was alright but the 
control system left a little to be desired. It's great 
fun if your mouse is very good and you have a nice 
mouse mat . and also if you have the patience to get 
used to the thing. 

When Zarch was launched a lot of the critics in 
the Acorn magazines said things like 'Oh. this 
shows the full capabilities of the Archimedes, and 
couldn't possibly be converted to the ST and 
Amiga' - which is a pretty stupid thing to say. 
Whatever happened to Ian Bell? 
As soon as we finished Elite we embarked upon 
Elite II. We worked on that for quite some time 
but ended up shelving it. We actually got it 
playable . but with all the things we wanted lo do it 
was running far too slowly. We just went our 
separate ways after that. He's maintained a 
financial interest in Elite II . but he's not doingany 
work on ihe game. He's got several of his own 
projects in production at the moment. 
Why a sequel? 

Because there are so many ideas we had left over 
from the original Elite. Elitcisverymuchatrading 
type game and the adventure side of it is minimal. 
In Elite II the adventure side is going to be 
concentrated on. With the 16-bit machines there 
are a lot of graphical effects I want to try. They 
could be really stunning compared wiih the 



original, and I want to try again to simulate an 
entire real environment. Al the moment space as 
portrayed by games has become very idealised. 
You've got these glorifies Spitfires fighting in out 
in the space of ten miles between planets 
Basically Elite II is taking the same idea as 
original, but the gameplay is going to be very 
different. Ii's no longer focused on a single player 
orasingle ship, and there's going to be much more 
of a total' environment. 

I've been workingon it for about a year now . but 
there's still a lot more to do. The plan for the 
project has always been to spend as much time as 
needs lo be spent getting it right rather than trying 
to fit a schedule. There are still quite a few 
researchy type things that need to he done, like 
trying out ideas to see if they work and so on. The 
likely release date will be late next year, although 
that's by no means definite. 
Do you still play computer games? 
Not as much as a lot of other people. I just play 
them occasionally. 1 quite like Defender, and I 
quite like the look of Magnetic Scrolls' 
Wonderland. Generally though I don't like to 
spend large periods of time silting in front of a 
computer - I do enough of that anyway. I'm 
actually more of a board game player. I prefer to 
interact with real people. 

I think Populous is very good. It's an original 
idea presented in a nice way - and I don'i agree 
with the people who say Ihat there aren't many 
original ideas left. That's just a feeble excuse that 
people come up with because they don't have any 
original ideas of their own. 
How do you see games evolving? 
A lot of developers have been lured into working 
for the console companies by the potentially large 
amount of money that's on offer , and that is | 
to continue. But it's very hard and expensive 
develop for consoles. Consoles are never going to 
take over, because there will always be PCs in 
offices and computers in the home, but they may 
well become the dominant medium. Software 
houses have found that the sales of console game* 
are already very high, and the reason for that is not 
because more console people are buying more 
games but because they can't copy ihem. 
What about the CD-I? 

CD-I's been hyped but it is never- 
theless the way forwards. I don't think it's 
just around the corner like most people say, it's 
about two years away. With Philips and a lot of 
other major companies behind it I don't sec how t 
can fail. 

What does the future hold Tor you? 
IH continue to write games but I will also be don* 
other projects, like educational stuff. Eventually B 
may well move out of games altogether. I want id 
continue with 3D graphics. A lot of people sec 3DJ 
graphics as polygonal, glorified cubes, and that'd 
no way the case. Ideally 3D graphics should hr 
almost photographic in quality. We can do that 
now to some extent on the ST and Amiga, and m 
the future we'll be able to get a lot closer... I 




In the year 2085 the Satellite TV Companies rule supreme, each home has 952 channel options. 

The demand for Sports coverage has proved to be insatiable, the speed and aggression of future Sports have proved too much for mere mortals 
The manufacturers of advanced Robotics have exhausted all avenue's of human replacement within the work place. 

referee* ' nve4, * d 200 Mi,,ion Eu, ° Dollars in perfecting a new sports entertainment show where all players are Robots, including the ball and 
BOTICS has now replaced soccer as the main event. 

BOTK5 challenges your skills accross 80 isometrk levels of varying difficulties. Four distinctive gameplay arenas of futuristic computer sport opponents 
Survive the tactical Time Outs and different bail types and defeat the QOTICS Good Luck! 



Krisalis Software Ltd, Teque House, Masons Yard, Downs Road, Moorgate Rotherham, S60 2HD 



JAN 

1991 



114 



THE 
ONE 



JAN 
1991 



THE WORLD'S MOST POWERFUL FREEZER-UTILITY CARTRIDGE 

IS NOW EVEN BETTER 

the NEW MK II VERSION IS here" " ^3 



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* SAVE THE ENTIRE pROGRAM IN MEMORY TO DISK \ product come* close to offering such dynan 

Special compacts l£hn.que* enable up to ■ (ro , fn *m.tt 



Special compacting i*<.<»<«i>»- — — - r ~ \ ^ l(wl 

Now *avo. directly tcjd.sk as Amiga Do* - reload* indopenejn.ly M the 
c.rlrfdga ■ even tracer to ru*rd drive! Work* with up to 2 Mpg* of Ram 

oven 1 Mog Chip McrrHFaltcr Agnus). 

. UNIQUE INFINITE LIFE/TRAINER MODE - NOW MORE POWERFUL 
Allow* you to generate more and even inlinlte live., fuel ammo, die. 
Perfect a* a trains mode to get you pest that .mpo.-Jblo level. Very 

eaay to use. , 

• IMPROVED SPRITE EDITOR 

The lull Sprite Editor allow* you to vlew/modlly the whole sp.it* sol 
ilul, any attached" sprite*. RANGE OF IMPROVED FEATURES. 

• VIRUS OETECTION 

Comprehensive v*>Jt detection and removal leaturc. to protect your 
sollwa.o Investment. Works with all presently known viruses. 

• SAVE PICTURES AND MUSIC TO OlSK 

Picture* and *ound sample* can be saved to disk. F.le. are saved 
directly IFF lormat suitable (or use with all the ma|or graphic and music 
package*. Samples ere dl«played a* screen waveform. 

SLOW MOTION MODE 
Now you can slow down the action to you. own pace. Easily ad.u.lablc 
Trorn lull speed lo ZO% speed. Ideal to help you through the tricky pertsi 

• RESTART THE PROGRAM 

Simply press a key and the program will continue where you lei! off. 
« FUL"L STATUS REPORTING 

At the pre.* ol a key now you can view the Machine Statu*. Including Fa*l 
Ram. Chip Ram. RamDI.k. Drive Statu*, etc. 

• POWERFUL PICTURE EDITOR 

Now you can manipulate and search lor screen* throughout memory. 
Ovor 50 command, to edit the picture plus unique on screen statu* 



overlay shows all the information you could •«•* need lo »-fc — WH M 
No other product come* close to offering auch dynamic screen handling of 
frozen program*! I • . • 

e MUSIC SOUND TRACKER 

With Sound Tracker you can lind the complole music in programs , 
domovelc. and save them to disk. Save, in lormat *ullable lor mo.t track 
player program*. Works with loads ot programs!! 

• AUTOFIRE MANAGER 

From the Action Rej>lay II preference screen you can now set up *»™r* 
from Olo 100*-. Just imagine continuous lire power? Joystick 1 and 2 are 
set separately for that extra advantage! 

With'tho C new E "D.skcoder ' option you can now tog your diskswith a unique 
code that will prevent the disk from being loaded by anyone et*e. Tagged 
disk, will only reload when you enter the code. Very useful lor security. 

• PREFERENCES 

Action Replay II now has screon colour preferences with menu setup. 
Customise your screens to suit your taste. Very simple to use. 

OlSK MONITOR . , , . . 

invaluable dish monitor - display* disk information in easy to understand 
formal. Full modtfyysave options, 
e DOS COMMANDS * 

Now you have a .election of DOS commands available at all lime* - Dm, 
FORMAT, COPT, DEVICE, etc. 

Disk Copy 1 aMhe pros* ol a button - laster than Dos Copy. No need to load 
Workbench - available at all limes. 

• BOOT SELECTOR 

Either DFO or DF1 can be selected as the boot drive when working w.lh 
Amiga Dos disks. Very useful lo be able to boot from your e.temal drive. 



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116 



DRAGON'S 
LAIR II: 
TIME WARP 

Readysofi And 
Empire 

Available NOW 
on Amiga, Aiari 
ST and IBM PC 
and 

compatibles, 
priced ai 
£44.95 

PROGRAMMERS 

David Fosier 
Simon Douglas 

AUDIO 

David Foster 
lorge Freitas 

COMPUTER 
GRAPHICS 
TOUCH UP 
ARTISTS 
Head Artist 
Jorge Freitas 

Background 
Artist 

Hugh Madeod 

Foreground 
Artists 

|orgc Freitas 
Murray Foster 
Laurie Williams 
David Fosier 
Adam Wolk 
Michael Griffith 
Hugh Madeod 
Peter Bayes 
David Dimalteo 
Sue McComb 
Joanne Ashdown 



MOVING LEFT to 
avoid a bathing, Dirk 
than runa lor all he's 
worth, oul ol hit 
abode and acroaa a 
drawbridge into a 
nearby castle 
"COWAAAARD!" 
shrieks I he old 
dragon, now In hoi 
pursuit. Watch out for 
thoaa tentacles In the 
moat Dirk" 




WITH A FLASH and a fanfare, Dirk The Daring 
make* an appearance betoie hla adventure 
begins of following the losa ot a lira. 




"KIDNAPPED! My Daphne, kidnapped again!" 
Olrfc'a overweight mother-in-law Knami, as she 
clambers over the dinner table in Dirk • direction, 
wielding her rolling pin with more than a touch ot 
menace. "Idlotf" ahe cries, taking a •wipe... 




■ #■ g JANUARY 19f 

Who 



Dirk The Daring is back in his 
third interactive cartoon 
adventure - only this one 
didn't come from a laser disc 
arcade machine, and it wasn't 
converted by Readysoft, the 
team behind the original 16-bit 
incarnations of Dragon's Lair. 
Brian Nesbitt ventures 
forth... 




CLONK' Dirk feeta the weight of hla 
molhei-in-law's pin and goea lo pieces fight 
betore your vary eyaa. 





DIRK HIDES behind a pillar, not noticing Ihe 
snake that s about to make a meat ot him. With 
hla sixth sense netting, Dirk draws and raises Ma 
sword - and hits the snake on the head, causing 
It to retreat Then the old bag storms in. 
screaming "I know you're In I here!" 



OBVIOUSLY THERE'S NO POINT In trying 10 
reason with the old bag. so Dirk does the decent 
thing and runs tor it... Only to come lace to face 
with the anake again. You'd better move ta*t. 

DHd 




CHOMP! Given the choice between death by 
rolling pin and being eaten, this is an infinitely 
more preferable way to go. 



IT TAKES MORE than a glanl snake to atop 
Dirk s mothorin-law In her tracks. She alkies 
down the snake's body, thrashing out at Dirk 
with her rolling pin. 1 raised a princess who 
married a frog!" she bellows "Diiiiirrkr 




'ARES 







117 




FEATURE 



INS 




D 



I RAGON'S LAIR II essentially runs along the same lines 
as its precursor, only there's a lot more of it. There are 
five different scenarios, comprising some 46 scenes, 
J which make this six disk affair approximately 50 per 
cent bigger than Space Ace. "A lot of the.images are bigger than in 
the previous games, and that has been one reason for the large 
number of disks. 1 * 

Having rescued the gorgeous princess Daphne from the clutches 
of evil, Dirk The Daring settled down. The pair were married and 
had more than a few kids. All was well, until one day Daphne was 
kidnapped by the evil wizard Mordroc. Mordroc, you may or may 
not remember, was in charge of the castle in the original Dragon's 
Lair, although you never actually got to see him. 

So.Dirk - Haveyoulostyour daring? Has marriage madeyougo 
soft in the head? What are you waiting for - go get her. But Dirk is 
facing a challenge far deadlier than ever before, with a dragon far 
more dangerous than Singe... Daphne's mother! 





WITH THE BONEV BONCES disponed, Dirk 
returns to the strange machine. But. aa you can 
see. In* serpent's in a playful mood... 



OIRK EN05 UP In another giant snake s domain, also home to huge 
skeletons - and a strange machine. 'You must be Dirk Dirk The 
Daring' Fetch me a drink from the wolH" a mysterious voice commands 






CLUNK! -Oh, shut op!" Frustrated at not being 
able to beat seven shades out ol Dirk, hit 
mother-in-law Battles lor the bewildered snake.. 



> \ \ 



DiRK IS WHISKEO Into e prehistoric lime zone, 
where the sound ol maniacal laughter meets Ms 
ears -AH hat Ahahahahaha'" It's Mordroc. But 
first Dirk must deel with this persistent 
plerodach/1.. 




DONT GET carried away Dirk' Too late... "Bolt in 
the mud you meddling old tool!" Mordroc 
cackles, before breaking out Into laughter again 

- "Ahahahahahahar 




YOU CAN RUN. BOY! 
But you cannot hide!" 
With these words 
ringing In his ears, 
Dtrk leaps from one 
crumbling platform to 
another, eventually 
landing on a block ol 
none floating above a 
chasm 




DEFTLY AVOIDING the snake. Dirk removes his cap and makes for the 
well, which la Inside a giant Hbcage. "Daphne's loat In the hells of time 
a prisoner. She's... under a spell! - (he voice mocks. But before Dirk can 
scoop a hatful of water a group of bouncing skulls attack. 



GLURKf Very playful... Dirk delivers a blow to his 
foe, but the snake isn't giving up without a fight. 

Hasten, lad' Hurry! We II get her back from I he 
wizard, my brother in black!" says the voice. 




UH OH! LOOK WHO'S turned up... Dirk sticks his 
sword into the floor, which happens to be a 
switch on the strange machine. Before mis 
mother-in-law gets the chance lo knock Dirk 
senaelesa. he's whisked oft to another time 
and another place. It was a talking time machine! 




THERE SHE IS Dirk's true love, held by a pair 
of centaurs. "You want Daphne? Hahanahana'' 
cries Mordroc. "Go get her!" Suddenly, anothe* 
pterodactyl comes In lor the kill... 




DIRK'S TOO quick for the belligerent beast and 
slicee it clean In two. Now 10 rescue Daphne... 





JANUARY 199* 



'AAAIIIIEEEEE'" Daphne Kiwmi ■» ■»» 
plummets lo certain death. 0.rk speed, to IN. 
„ K u« only lo have her snatched Iron, h* grasp 
Oh no! He • loel h» word in the mud. ao he 
Owe. M aflt* 'I •» the lime mKhlm advise* Gel 
Ihe .word'" Wilh his weapon secured Dirk hop* 
onto hit lima machine tod MO another time 



BEFORE DIRK make* 
a mova ha It bate! By 
four Baby 
pierodaclylt. Bui 
what 1 * P»" °* 
magic wing.! Fending 
oft the hying (roast. 
Otrk tltpt into Ihe 
wing, and lltee m 
pursuit ol Daphne. 




TMtS LOOKS LIKE... Edan Su.aty Mb Bui It to. 
Dirk BaMN a vtott through the cloudt lo be mat 
by a ■men. W Mat "Go wayl Ho visitor*' ha 
bemoan., campiy. Gel Back!' think. Olrk. 



"BACK!" lha angel tweams as he a joined By 
three chubby cherubs Olrk ignores Ml warning 
and leapt tot Eden. ' Mow atop "ghi there!' tha 
angel mlncet. 





the ANGEL doesn't give up IN* "One mo- .lap and you N ^mahed 
™ M ys Bu, D,rk dottn. ...ten and twmg. 'V^T* 
limp^fitlad angel Behind him .earning - 'Ooooooohl 




INSIDE EDEN Dirk meelt a pair ot Slimy snake.. 
One Is aBoul to luck in when tto brolhet 
appears. . "Hang on. brother! Don! eal him! Dirk 
hert't our ticket to laaeme and tomme!" The 
snake, ptoy wllh our hero Betora making a daai: 
-Look hare... HI gat you lha prince*, whan you 
brmg Eve to me!" 'Eva?' <*rk. E.*»av.! 

hisaea tne snake. 



DIRK GIVES the 
snake, the .lip and 
eventually makes .1 
back to hit magic 
machine. Hitting the 
switch he', thrown 
into lime once again... 
and artivet in 
Uordroc'a caaMe only 
to discover Mordroc 
already placing a ring 
on Daphne', finger. H 
he does that. Daphne 
will be io.l lower in 
the time warp. Can 
Dirk atop him? Whal 
do you think-- 



CANADIAN SOFTWARE developer and publisher Readysoft 
was formed three and a half years ago by B»«ft«j^ 
company's first release - a product which couldn ilwlurthw 

Emulator for the Amiga. "It's not terribly compatible. David 
ce sses. -U runs a lot of productivity stuff but no. many 
games. We have upgraded it recently It is useful for 
converting data between the machines.- Readysoft s first 
games followed shortly after, although they are notpwdu^ 
David recalls with much fondness - 'they were low budget 
stuff which we don't talk about any more". 
Readysoft is keen to talk proudly about Ltt winter of disks 

name when it released the Amiga conversion of Don Bluil h s 
laser disc arcade classic Dragon's Lair It did excep .onally 
well, prompting a second conversion which appeared a yea 
later namelv Space Ace. also on the Amtga Since then the 
team has spread its wings to other formats and it now caters 
for the PC Atari ST. Macintosh and Apple 1IGS. 

Rcady^of.s firs, original 16-ttl release the ■ aradc 
adventure' Wra.h Of The Demon. « now out a4a)MM 
Amiga and Atari ST (a PC version s due ,n March). And of 
course .here are .he Amiga. A,ari ST and PC vers.ons of 
ReadysolVs.hi,din.erac.iveca n oon.D ra gon F SLa,rn:Trme 

warp. (Readysof. didn'i produce Escape From Singe s 
castle for Empire. Tha. was done by .he programmer of 
Am ga Dragon's Lair for Be.hesda Softworks. However 
Readysof. may well be adding the ST and Kcwaseff. 

Readysoft acquired the licence .0 O^D^nsU^ 
It and Space Acefrom .he Blu.hG.oup. "Wl?"""**""^ 
Bluih interactive Media. "When we firs. started ,he Blu 
Group didn't have much of an in.eres, m <™ « 
market." says David. -They were 
movies - thecomputerllcensmgwasastdeltne Now hey re 
movingin.oi.themselves.Theywan.us.odc.SpaceAce2bu, 
becausetheproiectsinvolvesuchalotofworkwe-rehavingio 

*Ltetp" , edecessors.DragonsUi.Uha 5 beenabou.ayea, 

even greater: "It's hard 10 say exacily how longbccausc OHM 
m so many people working on each game. But say. .hree .0 

^tSi conversion was a little different ,0 .ha. used 
for Dragon s Lab and Space Ace. This .ime .here was no laser 
dta .0 work from, only video .ape. becausethe arcadeve-sion 
0 D agon's Lai. II was never aoually released. "Converse is 
obviously easier wi.h .he laser disc as you can ge. a good 
qualitv free7.ef.ame. We digitise a series ol '".ages from he 
laser 'disc, .hen we separa.e .he foreground from .he 
background, giving each dement .0 .he respective arista <o 
.ouch up, which includes ouillning all the characters. 

When the foreground and background artists are done, the 
resulting images go 10 .he head anis. for further enhancemen. 
CLslvwhenyoureconveningrromahigh-resdu^n 

laser disc .0 a lower resolu.ion screen a lo. of detail is lost, so a 
lo'.has.obepu,backin.-Theni.ssimplyama.|e.of^ 
.he limited 1 6-colour paleue .o.he ongmal before .he real fun 
suns: compressing the millionsofbytesof data. "On average 
i, takes about two hours of 68030 compu.er time to compress 
asingleframe - iha.sthousandsof computer hours In all. So 
we have four machines with 25Mhi processor speed working 
on it - two Grade Valley Produc. '030s. a Commodore 030 
board, and an Amiga 3000." 

Bui wha. of .he future? "We wan. 10 con.mue wha. wc re 
doing because we feel II ca.ches .he public s Mtention. And 
lhai's very graphically iniensive games, pushing the 
machines .0 the limits and making the e^erie^asdaseo 
reality as possible wi.h impressive graph.es and 
good gameplay. We certainly find .he prospec. of CD ROM 
exciting " Readvsofl is now concentrating on developing two 
dS.incfs.yles of produc. The Wra.h Of The Demon .earn is 
continuing .0 produce similar arcade-sryle tare . w le U 
Dragon s Lair II team is moving .owa.ds producing more 0 
the same, only non licensed and giving the p.ayer greaier 
control over the animation. B 



ONL Y GREMLIN CAN DO THIS 



11 



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THE 
□NE 



JAN 
1991 



C64 SEGA SPECTRUM AMSTRAD ST AMIGA 
MEGADRIVE PC ENGINE LYNX NINTENDO 

JANUARY '91 
No. 110 



THE 
ONE 



.OO ftf» S7.20 
3SO PTA 




A 



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EXPOSED INSIDE!! 
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PLUS THE LATEST STUFFi 
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121 



FEATURE 



JUDGE DREDD 

PUBLISHER 

✓rgin Games 

DEVELOPER 

Random Access 

=rogrammlng & 
Sound 

iteve 'Snake' 
Palmer 

Graphics 

Ned Langman 

MUSIC 

Sound images 

Design 

*iex Martin 

Playtesting 

John Martin 

RELEASE 

Out Now On 
Amiga & Atan ST 



Judge Dredd has been the most 
popular character in Fleetway's 
2000 AD comic since his appearance 
in Prog Two. He is now one of the few 
British comic characters to have a 
dedicated comic the Judge 
Dredd Megazlne, Issue Four of 
which is should be out by the 
time you read this. Now 
Virgin and Random Access 
have teamed up to create 
a computer adventure 
for the future's 
toughest lawman. Brian 
Nesbittfoundouthowit 
happened and spoke to 
the man behind the 
mask. 



*HE COMPUTER INCARNATIONS of Judge Dredd came to life a 
tttle over a year ago With the licence to the character 
acquired. Virgin commissioned designer and Dredd fan Alex 
Martin to draw up a specification This was then sent to code 
wizards Random Access, and between them a final design 
was thrashed out. 

Fleetway Publications had chosen not 
to retain the right of veto on any 
elementsofthegamedesignsoAlexwas 
given a free hand Even so. with a 
character licence that offers so many 
possibilities, coming up with an idea that 
successfully manages to capture all the 
Qualities of the comic strip is not so 
simple 

Eventually Alex decided on a multi- 
stage affair in which Dredd has to 
perform specific tasks. There are six 
levels to complete, each with an 
additional end-of-level sequence 
Here's how the story goes 

The Fatties are running not on Dan 
Tanner Block and eating everything in 
sight Dredd races to the scene and 
destroys the four food dispensers on 
the block while quelling the Fatty 
rampage The outraged Fatties - minus 
their BelliWheels but determined not to 
oe outdone - hijack a food convoy But 
Dredd manges to retake it before it 
caches their hideout 

Meanwhile, on Charles Darwin Block 
the evil scientist Dr Fribb has released an enzyme which causes humans to 
ecologically regress Dredd fights his way through humans regressed to monkeys 
and lizards to reach the mad doctor's laboratory where he arrests him 

Now Dredd receives an alert from the Atlantic Purification Plant A Sov agent is 
trying to poison the water supply with Slockmanla solution, but Dredd manages to 
destroy the inlets m time The spy Orlok attempts to escape in a Sludge truck, so 
Dredd gives chase 

OMok makes it to the weather station where he tries to create Blockmania ram. 
but once again Dredd foils him by destroying the weather devices Orlok makes 
good his getaway in a shuttle - but Dredd gives chase on a hover bike and guns him 
down 

Despite Dredd's efforts Blockmania has broken out and two blocks are fighting 
each other Dredd rushes to the scene to calm things down only todiscover that the 
nval blocks have obtained largegunsand are firing ateach other Dredd disables the 
four smaller guns then makes his way to the command centre to destroy the large 
gun 

While Dredd has been busy the Dark Judges - Death, Fear, Mortisand Fire - have 
returned from their own dimension to plague MegaCity One Unperturbed, Dredd 
collects Dimension Bombs to send them back to their own environment Finally 
Dredd meets each Dark Judge, one by one, in the Doomsday Room where he uses 
the Dimension Bombs and saves MegaCity One ■ 




JUDGE DREDD on I ho Amiga 
a niched lood convoy. 



Just ooe Fally remain* to 60 dettfoyed before Dredd laav«« lo mvi 




THE ONE 



JANUARY 1991 



THE MAN W 



Where did the Idea for Dredd 
come from? 

it was about fourteen years ago A 
film called Dirty Harry was making the 
headlines, and we thought 'Well, let's 
try one that goes just a wee bit 
further'. There's one thing that I've 
learned from all my comic life and 
that's people love a bastard. There's 
nothing better than a bastard for 
getting readers either loving or hating 
them And in Judge Dredd it's the 
unique combination where they can 
both love and hate 5o the script was 
done - it was heavily censored 
because I think it was at time perhaps 
just a bit too violent - and he 
eventually appeared In 2000AD in 
issue Two and he's been in every 
issue since that, give or take a few. 
Do you feel that Dredd s changed 
much In fourteen years? 
He's gone through a lot of city-wide 
disasters, a lot of changes - well, not 
really changes in personality but 
changes to the city He's still a 
bastard Recently I've had him being a 
bit of nicer guv. but having seen it in 
print I don't like it at all, so he's gone 
back to being a real bastard 

The essence of Dredd is that he 
hasn't developed - it's more the 
world around him that's developed 
and had a lot of depth added to It. 
But he's remained constant. The 
variation of his character is between a 
fairly good guv and a fairly bad guy. 
and that's about as far as it goes Pat 
Mills tended to play him more as a 
hero. 

it is difficult to sustain a character 
like Dredd for so long it's been 
patchy, it goes through down periods 
and up periods it's a lot easier if 
you're wntmg a continued serial than 
trying to come up with a good 
one-off story By their very nature 
one-off stories tend to be very slight 
There's sometimes not a lot you 
can do if you want to get a 
decent acton content into 
a story - there's not an t 
awful lot of depth 
of characterisa- 
tion you can do. 
Where do 
you draw- 
your inspi- 
ration 
from? 
comes in 
many 



JOHN WAGNER was born in 1949 In 
Pennsylvania. At the age of 
thirteen he moved to Scotland, 
where he stayed for seven years 
and developed his accent John s 
writing career began at DC 
Thompson when he was nineteen 
- Mt was in a place called the 
Fiction Department where you did 
things like read Incoming 
unsolicited manuscripts and 
replied to the writers. You would 
listen to Woman's Hour, and 
there'd be a week when you'd 
listen to It. do a report on it and 
send it round to all the magazine 
editors. I wrote horoscopes for a 
local paper which shows you 
how accurate they are - and i 
edited some Mills And Boon books. 
I was only there for about a year 
and a half as Chief sub-Editor. I 
didn't know what I was doing, but 
I did It though." 
it was at DC Thompson that John 

forms i suppose you could say the caught my fancy A story's woUjdon 

genesis of Dredd was in Dirty Harry and depends on the starting .pant Some, 

SSr n*W hero or villain times ,t s the characters that evolve first 
SSi'rf Pver seen andothertimesifsthesituations. 
that id ever seen You ge t an idea like - it might be 

sppnwh0d - the housing situtation in 

MegaCity One A lot of ideas 
that we use in it are sparked 
off by present 
day incidents 




ADE DREDD 



first worked with fellow writer Pat 
Mills - "He left to go freelance and 
i left with mm to end up working 
from his garden shed. I did that 



for about a year, then came to 
London on a freelance contract 
and edited a girl s comic called 
Sandy. Then I went onto Tina. I 
was the guy who killed it - 
although It was well on It s way to 
it when they put me in charge, i 
hardened It up a bit and made it 
'poppy', but It didn't work. I left 
after that to be a caretaker In a 
mansion in Scotland to give up 
writing altogether. That lasted 
about a year, during which I did 
some work for George wimpey, 
and I did a stint on a dredging 
barge for twelve weeks - that was 
quite a lot of fun actually, but it 
was hard work for not much 
money. You did twelve hour stints 
seven days a week.' 

it didn't take long for John to 
realise that he could earn lust as 
much money writing a single strip 
as he could earn doing a week's 
work, so he returned to writing 



/AMTHE 



law; 



X 



Most of the things that happen in 
Judge Dredd - apart from the weird 
so-fi angle - have actually happened 
somewhere in the world There are 
police forces like the Judges all over 
the world it depends on where you 
start really Vou can start off by think- 
ing 'Well, I think it's time I did some- 
thing on Dredd's character here and 
made him a wee bit tougher' 
And then again you just get 
an interesting 
idea that lets itself 
out into a story and 
the problem is 
» fitting Dredd Into 
it Which is 
something 




ANUARY 1991 



decided to move back to 
amdee. and I got a telegram from 
*c who wanted me to come 
»wn to London and work with 
=3t Mills to do Battle Picture 
weekly. It s gone now, but It 
asted a long time - twelve, 
thirteen years, which is pretty 
good going for a comic in the days 
of swift closure. - 

Come 1975 John left Battle for a 
Sfief stint at Valiant, "it was Just 
oefore 2000AD came out. Valiant 
*ad Adam Eternal. Billy Bunter, 
Captain Hurricane... that was one 
of the things that taught me 
Dredd would work, because when 
i took It over I decided I'd toughen 
t up a bit. in the readers' 
popularity poll, Captain Hurricane 
was by far and away the most 
popular. 

"I also brought in a story called 
One Eyed Jack, which was pretty 
zioient because it was based on 
Dirty Harry - that kind of film, it 
was drawn by John Cooper - he 
Old Johnny Red for Battle, but I 
Uon't know what he's doing now. 



like doing We've got a lot of leeway 
"cw in the comic, although you can't 
eave Dredd out of the story he 
»esnt have to appear too much - 
rs his world really is what the story's 
ioout now And that's the nature of 
the way the story's expanded i find it 
Tiuch easier Really, after over seven 
- -ndred Dredds I've said just about all 

have to say on him. It's his workJ 
Jiat interests me and the characters 
that interact with him and things that 
happen around hfTljO<fl rf 1 
You wrote every single Dredd? 
Almost all of them, either myself or 
with Alan Grant. I've certainly written a 
good proportion of them 
Which story are you most pleased 
with? 

•veil, there's Quite a lot of them for 
arfferent reasons in terms of story, 
Midnight Surfer is one I always 
remember as one of my favourites, it 
.vas plavmg someone elseas tnevH 
good guy and Dreddcoming over as 
the real bad guv Itwas somethingwe 
should have done a long ome before 
that but we didn't have too many 
neroes apart from Dredd - they 
tended to appear and then get killed, 
whereas Chopper was one that 
actually stayed around Some of the 
Angel Gang stuff was fun to write, 
and obviously JudgeDreddat his 
more humourous is enjoyable I've 
'eally enjoyed doing the young Death 
i the Megazine now And I've quite 
snjoyed doing the Amencas story, but 
there again Dredd doesn't feature 
very heavily in it - not until issue 
four There have been a lot of 
one-offs as well. Things like LoveStory 




123 



FEATURE 



He did some 

Dredd once or 

twice.but he 

was never really 

a Dredd artist 

With Jack I did 

the first script 

then handed It 

over to someone 

else and just 

read all the scripts 

as they came In. 

From the first 

issue one Eyed jack 
appeared In he got three times 
the votes that Captain Hurricane 
got. A couple of other stories i 
introduced were Paco. about a 
dog. a bit like wild Fang or Call Of 
The Wild, and he did twice as we., 
as Captain Hurricane. Even a fairly 
badly-written story called Death 
Wish, which was a war story, did 
quite a lot better. They showed 
me that the tough man could 
work. The next thing I did after 
that, apart from a bit of freelance 
for Battle, was Dredd In... 76. And 
I've been freelance ever since." 



where a girl falls in love with Dredd, 
and It Pays To Be Mental, about how 
eing slightly mental can get you 
through life in MegaCity One. Those 
are the ones that spring to mind 
There are quite a few I don't like to 
be reminded of.. Sometimes they 
look better on paper than thev do 
when they actually appear in the 
magazine There are some that work 
the other way. that just seem pretty 
stock idea^ and then when they come 
out they work really well. 
Why Is Dredd based In the States? 
I suppose part of it is because I was 
bom there and grew up there it 
always seems to be a more natura. 
place for outlandish things to happen 
- it fits In better there than it does in 
this country. Amenca s just nght 
There are so many oddballs in the 
country and so many oddball ideas 
coming out of it Take, for instance, 
something like the Fatties, which we 
did a lot of - I'm told by people who 
go over to Amenca a lot the place is 
populated by Fatties, in fact, one of 
my friends went to a convention and 
came back having taken two whole 
rolls of films of Fatties! Alan Grant 
suggests that that's one of the 
reasons that Dredd has never quite 
taken off in America as well as he's 
taken off here. The things that seem 
outlandish to us are normal to them. 
Dredd's not so wild and weird. 
Dredd's a mirror of life. 
There's a high level of paranoia 
throughout every Dredd strip - 
everyone Is guilty of something. Is 
this a subconscious thing? 
Everyone is guilty Crime is life That's 



just the 
way the 
world s set up 
That's Dredd! 
Do you think that the legal system 
ever go as far? 

it could go further Originally Dredd 
did have the right to execute anyone 
he liked and that was one of the 
excesses that IPC at the time decided 
to curb. I think that they were 
probably quite right A character like 
Dredd was just too unsympathetic In 
the original script there was a siege in 
a building Dredd was racing to the 
scene and one of the onlookers stood 
out in the road and said 'Here comes 



Judge Dredd, he'll sort them out'. 
And Judge Dredd runs him down with 
his bike The guy's maybe about five 
feet away from the pavement and 
Dredd gets off his bike and pulls 
out his gun, and this guy's lying 
bleeding and he's got broken 

limbs and everything, and 
Dredd says 'Jaywalking, citizen 
Tell you what, I'll be lenient 
You've got five seconds to 
reach the pavement or the sidewalk' 
And of course the guy doesn't make 
it and Dredd blasts him. That was 
Dredd's law onginally That was the 
onginal concept of the whole 
thing But it didn't make it. 
How much of an Influence did 
the original artist have? 
Cartos Ezquerra a tremendous 
Influence really. At the time there 
was a film called Death Race 2000 
All I saw was the advertising poster 
- icutitoutofanewspaper.itwasa 
guy with a black helmet on and very 
little of his face showing . I sent it to 
Carlos, and he came up with Dredd. 
which was far more elaborate than 
'd ever imagined Other people In 
the office 
- like Pat Mills - added a lot to the 
:onceot of it, and the actual concept 
3f MegaCity One. . I believe that an art 
■nan called Doug Church came up 
wth that When t'd done it I'd 

ginalivjust set it in New York. A lot 
of people made contributions to it 
Which artist comes closest to your 
original conception of Dredd? 
It's hard to say Carlos obviously 
because he created him People like 
Bnan Botiand and Mike McMahon are 
classic Dredd artists ,. Cam Kennedy 
draws a very good Dredd... Ron 
Smith s style's very fifties, sixties.. 
Colin Macneil s doing a very good job 
now Quite a few really „ Barry Kitson. 
Ian Gibson 

How old Is Dredd now? 

keep him round about my age. 
which is forty-one. and that's how I 
see him It's very Freudian, isn't it? 
How do you relate to Dredd? 
'm all for him. I think we could do 
with a bit of Dredd in this wortd. I'm 
partly for him. let's put it that way. 
I'm fond of him, I'm fond of his 
world, but it wouldn't hurt me never 
to wnte another one He's given me a 
lot of leeway to be honest, especially 
now that he doesn't actually have to 
feature that much 
is there much of you In Dredd? 
Quite a lot really in a poiibcal sense 
I'm pretty left wing. But it s not in me 
to be a bastard though But i often 
feel like mebng out instant justice, 
but it wouldn't be the people Dredd 
metes it out to it'd be like the Pnme 
Minister and all his toadies and people 
like that - give out a dose of nigh 
explosive I'll probably have the Special 
Branch round investigadng me after 
this... 



FEATURE 



THE ONE 



JANUARY 1991 



Do you feel restricted by having 
to use the analogous language to 
replace swearwords? 

The gruds and the drokks, and the 
perps and the dults Perps is in 
common use in America anyway, and 
even in this country That's quite fun. 
working out new ones - things like 
dull I find very pleasing. It's just right 
- a kid would regard an adult - just a 
dult. The funniest one of all was 
pop' The managing editor of 2000AD 
at the time was reading a script I did. 
and there was a balloon or something 
went 'POP!'. We were told we 
couldn't have 'POP' in - it was 
obviously his little family term for fart. 
You get used to it though. You know 
there's a limit to what you can do 
And in a way I'm glad of it because 
whenever I write a story I'm pretty 
sure I'm not going to get any mums 
wnting into me about bad language 
or about - well, these days anyway - 
excessive violence. These are basic 
rules which I think are quite important 
in comics publishing, because you 
don't want to find suddenly that you 
can't sell the magazine to ten or 
eleven year-olds it s got to be 

suitable for them. 

Censorship doesn't bother me that 
much. As a whole I don't agree with it 
at all, but in terms of what you're 
producing for a young readership - 
yes, it's very necessary. Some of the 
things I've seen in quite a lot of 
comics I wouldn't want to let my 
children anywhere near I find them 
vile and disgusting. Kids are much 
broader minded and know an awful 
lot more than we think they do. but I 
really don't see the need to thrust 
vulgarity, sexuality - sexual excesses 
at them. Or excessive violence That's 
one of things I was quite pleased 
about - I don't know if the readers 
are quite please about it - in the 
Megazine. There's very little actual 
violence in it. i think in the first issue 
there was only one story where there 
was a shooting, it was quite 
interesting to be able to do 
something that you are pleased about 
the quality and yet not having to 
resorted to three or four pages of 
grotesque violence. Not that 2000AD 
specialises in that anyway. 

The thing I try not use ts knifings, 
I'm not very fond of knifings. I've 
used one or two but not liked the 
look of them, it tends to make them 
more graphic. And I don't like the 
crimes against women and children, 
especially graphically dismayed - 
that's why all the corpses you ever 
see in Dredd are guys. 

Actually, there was one instance of 
censorship that really bothers me I'd 
done this story - I can't remember 
which one There was going to be a 
big full-page picture of Dredd holding 
a guv's head over a platform of a 



railway station, with the train coming 
in so his head would get knocked off, 
and he's screaming out 'Bastard!'. But 
it was taken out and it looked a really 
silly page There's a guv in the 
background going Dredd. no!'... 

i like to laugh at comics, I think 
comics should be a laugh i think with 
the Megazine we've got about the 
nght tone I think we'll introduce 
some new stones and a little 
correcting exercise on one of two 
angles on it that we didn't think 
worked quite so well 8ut the tone of 
it I'm very pleased with 

We're doing an experiment - we 
don't how it'll go. We re doing a story 
which begins in Dredd's world but 
then we flash back to Chicago, one 
hundred years before, and we want 
to see how the readers react to 
something that is normally superficial 
to Judge Dredd Megazine story, it's 
about one of the first male births, 
complicated by the fact that the guv 
happens to be a Mafia hitman, it's 
called ATs Baby and it'll be in issue 
Four. I think a lot of readers will think 
'What's it doing in the Megazine? 
2000AD might have been a better 
place for it* But we don't want to 
become stuck in a rut. We want to be 
able to try new things, and if the 
story's good enough and we can 
manage to tie it in to Dredd's world in 
some way then we'll use it. We'll see 
how it goes. Carlos has drawn a totally 
different character. 



What are you up to now? 

Have vou seen the Bogeyman? it's a 
four-part series about a lunatic who 
lives in Glasgow and thinks he's a 
Humphrey Bogart private detective 
That won two best comic awards. We 
came up with Bogeyman that about 
six or seven years ago. We did a 
sample strip and sent it off to Marvel 
and DC to see if they wanted to buy it 
but thev weren't at all Interested. It 
wasn't until a couple of guys we know 
who run a comic shop In Glasgow 
came up to us and said thev wanted 
to do a Scottish project, so we did it 
It's taken seven years to come from 
an idea that someone thought he was 
a private detective but he is in fact a 
raving lunatic. 

Another one I've done Is The Last 
American, which has just come out 
from Epic. That sees the return of 
Mike McMahon after many years - I 
think the last thing he did was Slaine. 
And then the really big thing next 
year is the Dredd and Batman graphic 
novel, it's a dimensional crossover We 
bring in Judge Death and Mean 
Angel. It's being drawn by Simon 
Bisley. We finish off with Death on 
stage doing a version of Sympathy 
With The Devil . 

I've written Batman in the past - I 
did a stint on Detective, with Alan 



Grant. I've just written another 
Batman. I don't do much for them 
these days, but I enjoy Batman. He's 
actually quite a similar character to 
Dredd, except that he has this no 
killing rule you get the feeling that 
he'd really like to - certainly the 
writers of Batman would really like 
him to. That was one of the thing 
thev Insisted in our script that he 
coulda't kill 

Do you read many other 
publications? 

I don't read comics. I've always 
thought it was better that way 
because then nobody can say t was 
copying their scnpts. Plus the fact 
that i don't like comics I'm not a 
great comic fan. I don't read comics 
for pleasure - I used to when I was 
younger I like to look at the artwork, 
but by and large I don't think the 
standard of stones m comics is very 
high. 

One of things about Dredd is the 
high turnover of ideas. Like, what we 
would do m six pages and American 
comic would spin out to twenty-two 
or twenty-eight, so it's always been 
very demanding from that respect. 
You've always got to come up with 
new things That's why when you do 
a longer story it's so much easier 
using that one large idea and 
spreading it out and developing other 
aspects of the story you wouldn't 
normally have time to do. The 
Americans can t believe how many 
ideas get used up every week by 
Dredd 



But it never worked for me Anyway 
spent about three months working 
with Pat Mills on the scnpt. and it was 
revised and revised and revised and 
revised And i was worxmg with Pat 
dunng the day. and then working 
with Alan at night, but my wife was 
having a babv at the time so t 
thought 'Well, something's got to 
go', so i got rid of the wife So I got 
nd of Dr Who. three months of hard 
work, and I only got about a hundred 
and seventy-five quid. The BBC are 
doing the Sogevman as well, so I'm 
sure they'll do a better a job of it 
because it's BBC2. it'll be a bit like 
Tuttl Fruti. And that should be out 
next April 

What about the much-rumoured 
possibility of a Dredd movie? 

I think plans are moving ahead 
is there anyone you'd like to see 
playing Dredd? 

Dudley Moore I think.. But who has a 
chin like that? Not many There are 
not many actors who'd like to go 
through the whole thing without 
taking off the helmet. Dave Prowse 
might do a good Job. 

And he'd sweat like mad In that 
leather suit. Did you give much 
thought to the practicalities of 
Dredd's equipment? 

Yeah i still don't know what he's got 
in his pouches. I'm not sure what 
bullets his gun shoots to be honest, i 
know a few that I use 



Have you seen the very Dredd-llke 
Robocop? 

I've been tpid not to watch it because 
it'll annoy me, so I've never seen it. 
People are always stealing ideas from 
each other it doesn't bother as long 
as people develop the ideas 
Do you watch many films? 
i like Harvey - the rabbit But I don't 
really watch many films - i don't get 
a lot of time to watch that many. I 
used to like westerns a lot. i like film 
noir as well. But i don't really watch 
much, only things like Rain Man and 
Kramer Vs Kramer And comedy - 
Steve Martin a very funny Doc Savage 
was good fun. 

would you not fancy writing a 
movie script? 

The only TV stuff I ever did was 
unprofitable. I did some Dr Who. 

many years ago it never came to 
completion it s partly because the 
people producing Dr Who don't know 
what the hell they're doing That's 
what killed it. Thev hadn't the 
foggiest nouon of what makes a 
good story. It was bad scnpts and bad 
production quality, but people liked 
the tackiness of it for some reason. 



Have you had any Involvement 
with the game? 

I've not seen it I'm looking forward 
to playing Dredd the computer game 
to see exactly what they've done and 
what they've used t quite like 
computer games, they're quite 
addictive. I've got a Commodore 64 
There were one or two games i 
couldn't stop playing - Pastflnder 
was one I really enjoyed My 
daughter's into Ghouls 'n' Ghosts I 
like the really simple ones - like 
Wizard Of Wor When thev get too 
complicated I don't like them With 
Pastfinder I think it was seeing if I 
could get rid of this whole grid, but i 
never did 

I used to do a strip for Eagle cailea 
Computer Warrior i got so sick of 
doing it that i told them I wasn't 
playing any more games and they'd 
have to get someone to make plav 
and make a video of it. I used to do 
that and then they just sent me a 
sheet of things that happened with 
the game it s something that was 
quite quick to actually write, but I 
wasn't enjoying it I think that was tN 
last sort of story I wrote that I really 
hate. Now I tend to do only things 
that I enjoy ■ 



A 



jNYONE WHO HAS BEEN watching The Krypton 
I Factor, Tomorrow'* World and Horizon lor the last 
_J dozen year, will have heard ol Virtual Reality Us main 
application* sofjr havebcen in civilian and military Might simulations, 
where trainee pilots interact directly with a computer generated ID 
world, via peripheral* providing visual, auditory and tactile 
information Inevitably, as hardware costs plummet, VR is becoming 
increasingly accessible to more people - in particular the leisure 
market 

But what is Virtual Reality* The 60s guru Timothy Lcary sees it as a 
revolution in sensory experience At its most basic it's a new method of 
presenting SD images enhanced by movement and stereoscopic 
views The unique aspect ol VR is that as vou move so docs the view, 
creating a true three dimensional illusion Once an environment has 
been generated, position sensors in the viewer interlace (such as W 
Industries' Visette below) tell the computer where you are in the 
simulated world, and generate appropriate, subtly different 
two-dimensional images on each eye of the viewer seeing is 
believing 

Generating the environment is not as simple as H minht sound 
Cheating is the common method of creating the illusion ol JD, a 
thread that nins from Victorian stereoscopic cameras through JD 
films (complete with red and green spectacles! to the Vimiallty LCD 
screens mounted m a visor 

Home computers handle JD in a two dimensional way with clever 
tricks vector graphic*, ray tracing and Idled 3D Where an attempt 
has been made to utilise simple interfaces such as 3D glasses <« 
Elite s Wanderer and Taito's coin operated Continental Circus* the 
results have not been successful However, the basic principles of 
creating alternative worlds are the same objects are defined 
independently, so that they can be moved around, made solid so that 
one doesn't pass through another, and given Kravity so that thev fall to 
the ground when dropped 

True 3D is only the beginning of VR the illusion can be enhanced 
with quadraphonic sound. tntcraetivcclothin« and moving platforms 
Virtual Reality is unique in that the nature of the hardware involved 
dictates that the simulated experience is totally personal 

Possible uses tot VR are limitless As well as pilots using aircraft 
simulators, surgeons see it as a chance to practice difficult operations 
without danger to patients NASA is already working on a system to 
simulate theoretical planetary environment* Other scientists sec it as 
a potential interlace between humans and robot* in restricted areas 
such as nuclear power station*, while biologists can use it to view 
molecular structures in three dimension*, and architects aic already 
using it to transler building designs from the drawing board into 
simulated existing neighbourhoods 

In all these applications the principles and hardware arc roughly the 
same an infinitely flexible field of vision, and a glove, loystickor keys 
to manipulate the aliernairve reality Whetheror not every user will be 
able to wear a visor to explore their artificial world is another matter 
headsets cost millions of pounds to design and manufacture 

Technical advances have rewritten our 
visual vocabulary in television, films, and the 
arcades, although commercial exploitation of 
the medium ha* only fully covered the last 
decade In 1980 three American pioneers. 
Triple I. Magi and Ruben Abel Associates, 
started work on animation sequences for the 
film Tron The following year, a couple of 
ci-Tnple I employees bought a Cray XMP 
computer to work on the special effects f orThe 
Last Starfightcr Since then landmarks have 
included the Channel 4 logo, the title 
sequences for Sportsnight the Nine O'Clock 
News, and Wired, Dire Straits' animated 
video tor Money For Nothing, and the special 
effects for the film The Abyss 

From crude beginnings simulated 3D has 
grown into convincing realism, to the point 
where new alternative worlds will became 
irresistible forms of escapism As the hardware 
involved becomes ever cheaper, the potential 
applications are only limited by the imagina- 
tion of the designer* ■ 



Virtual Reality systems 
revealed at the recent 
Computer Graphics 1990 
exhibition hinted at the 
future of coin-operated 
entertainment, showed off 
some serious realism, and 
gave Gordon Houghton the 
chance to try on those 
dapper gloves and that 
helmet. 




SIT DOWN, STAND UP 



as 1.1 

I 



THIS IS THE Virtuattty 1000 SO (Stl-Down) unit, a 
console housing system write'' eompfiae* 
Eipelity. WMM and Ammen*. as well 'wo 
proportional |oystiefcs (each with a couple ol 
switches) and a njonrtoi which relay* lh* action 
in two dimensions » *■ outside world 



system 



IF W INDUSTRIES has its way. the machines in your local arcade 
will be revoluliuni*ed within a year This Leicestershire-based firm 
rlaim* U 

have developed the world s first affordable Virtual Reality 
system It is a complete coin operated VRkit called Virtuallty (TM). 
and Include* *il down and stand up consoles, a visor, built in 
invsticks and - most importantly - the games The co*t of VR is 
normally prohlhitiveisomewhcrc between I IOO.OOO 1300,000 fur 
complete system | but the Vlttualitv *v*tems could be available for 
as little as £20,000 each 

ivc years' research and development went into the creation ol 
uality. lu three key components are a visor - Vlictlc (TM). 
h contains stereo LCD television screen* and quadraphonic 
nd - #mulli incdiacomputcr system - EipalityfTM) - and the 
ulaliun software itself - Animette (TM). 

Doctor Jonathon Waldem the company * MD. envisages that 
become a form of interactive cinema where 

WEIGHING JUST 2 9kg, tl*a Visatt* (TM) vtao* Is 
the main Interface with the virtual world. K 
contain* a stereoscopic viewing system which 
use* colour LCD*, and a quadraphonic 44mm 
speaker aystem to provide 'mi' -channel sound - 
there la avan the polantlal to la* to olhet 
play»ra. becaue* (he vtaor also Incorporala* an 
intafival mictophon* ayatam. Tracking aanaora 
onablo the position and angle of the head to be 
continuously monitored, and an overhead 
adjuster enable* a good viewing poaltlon even 
liK user* who weai glaaaea II i» claimed that th* 
vieof HI* people from 10 yee'* old lo aduli The 
LCD* measure approximately 40mm ■ *6mm. 
with a piiei resolution ol 276 » 372; that'* 
101,672 pliels In all 



COULO THIS BE the arcade ol the tuluie? Part of 
the appeal ot Virtuallty is Us tieiltilllty. aft-down 
end stand-up consoles, modem and Inleillnlting 
cepability. and a simple, all-purpose convDlnelion 
at hardware and software (dry lee ts not 
Included). Applications aren't |ust limited to 
game* car designers could drive their 
prototype* long before the first one rolls off the 
production line 









127 


FUTURE 



THIS IS THE FIRST game fo< the Vlrtuallty 
system: provisionally tilled Mamer VTOL. H la 
(predictably) an arcade flight simulator, it 
consists of a world basically divided Into land (a 
gieen strip), wafer (blue strip) and desert (yellow 
atrip). »■ well as Other players. Harrier VTOL 
contains carriers, frigates, helicopters, MlGs and 
cnmplm towns. It is the creation of Tony Rowley 
(simulations designer). Graham Patten (graphics 
designer), and Adrian Shepherd (graphics 
software), end there Is still wont to be done. For 
ommplo. specialist functions such as the ability 
to follow a missile have to be Included. Sound 
eflects are boosted by realistic engine noises 
and the potential for pilots to inter -communtcate 
There Is even talk of a motion platform to 
simulate Ihe aircraft's pitch and roll. 

W INDUSTRIES was 
Inspired to create 
Vlrluallty by a thesis 
on real time 30 
graphics by James 
Clark, founder and 
head of Silicon 
Graphics. The games 
designers can now 
make use ol 65.000 
on-screen colours, 
with subtle mist and 
fading effecta. 
Loading and bitmap 
graphics are created 
on the PC utility. 
Artworks. The 3D 
graphics are modelled 
ether on graph paper 
or using AutoCAD, 
and then digitised. 



»o 
n 

ctlon 



THE VrflTUAUTV 1000 SU (Slsnd-Up) unit is designed for use by s person 
■tending within e scanned area Tim meln interlace Is provided by the 
Visefle visor, which etlowa ttw user in walk and look around with almost 
complete freedom uf movement miereciion with Ihe virtue! world Is vie a 
nand-held unit, as well as push-buttons on Ihe front o' Ihe console, end 
»n umbilical cable which connects man and machine 



Individual members i 

world created tor their entertainment ~ Vimulirv he* alrrads 
featured on Tomorrow's World and u due to nuke e 
appearance on a Ql I ) pr»nf*am«ie f hedulol to* finum 

Designing, new Karnes u made much easier bet *u%» the fill were 
and hardware have already been created it only takes a month in 
work out (he basn furmaf ami gtenrWt (,„ , sjejaj VR experience 
Aiterthatthegameptavit tecakeslloranoihcTlc* ftNMhl b/MCMs* 
ul (ailurinc the \>amv% to fit the system 

One ot the great fHrtenlul features i.l the Vimiehiv *r*ade 
machine » the ability to link tooethcr up to tr. machines the *ivor» 
arecoluur ended iu correspond 1 with the colour of a pbyer ■ vehicle 
on screen, and each plaver can interact wuh all ihe other* within the 
simulated world The problem will he to design a game which suits 
the hardware putcntial Im.ijmc a *wu/ pUyer virtual reality 
Dunifcnn Master, Airier Monaco CnVkfJ l*n» #or in player*, or 
Spertrum HoloRvtc » multi player Electronic Battlefield System In 
true »D. 




THIS SCREENSHOT is actually slightly clearer 
ihan fhe view provided by the Vleette, simply 
heceuae Ihe visor mekes use ol kiwreeoiut 
ICD - once htgh-resokjOon LCD le Imp 
Ihe view from the headset end the monitoi 
match euctly However, «h»i mis ptctuis 
oonway Is the inlelly convincing teel of bet 
inside the Hank* cockpit which you gel w 
using the Vlselts. 






THE HEART ot ihe machine: Eipallty 
(TM|. a rnuflkproceeeor muNI-medle computer 
system developed by W Industries, weighing |uat 
20fcg sod leklng up a mere 0 06 cubic metres ot 
30 specs Mass storage is provided using CO 
ROM end herd disk, end the whole kH provide* 
the computer -generated images muiit-diennei 
Bound end motion outputs tor Virtually, tl is able 
to display up to 30.000 virtual polygons 
ndependeotly every second, with e minimum 
update rate ot MHx Elements ot the system can 

n be upgraded to eiploH technrjcoglcel 
advances 




AhiMETTE (TM) tS the software which uej 
•irnuiaia visual, aursl end motion atimuk from i 
processors In the Expallty computer generate Stereo i 
world model In the computer's dataneae. and the scn.no 
spoken Instructions as well as effects The software utilise* 
data end vehicle dynamics equations to provide the . 
•ech eye. Current specmcatioru Include 65. 5 M colour* an 
mlat and fog etlecU with visibimy from 30m to 30km end r>-.i.—r» 
visibility horn SOmm to 200.000km 



128 



FUTURE 



THE ONE 



JANUARY 199 ' 




VIRTUALLY FINISHED 

HARRIER VTOL is 
only the first cotn- 
operated machine 
that W Industries 
intends to create 
with Virtuality The 
following mo o< 
game specifications 
are already under 
development nhe title* are provisional), and 
all have multi-player potential 

FUTURE FOREST 

Inspired by the forest sequence in Return Of 
The (edt hiture loresi features a maze-like 
course through clumps of closely-packed 
trees, and enemies who make life difficult by 
shooting at you The ultimate aim is under 
discussion, but 11 may involve collecting gems 
bum inside pyramids 

CRATERACE 

A competition between rivals vying to save 
their home planet, Craterace involves racing a 
buggy across a lunar landscape Your planet is 
dying and needs ore for survival With your 
craft dropped from a spaceship your task is to 
colleti ipecihed amounts of ore by bouncing 
and burning your way to them using spinning 
sensory drones as guides There's just one 
catch Several people like you have been 
dropped off on the lunar surface and there's 
only room lor one on the journey back Fail, 
and the mothership clears off sviihout you 

CREST A RUN 

This promises to be the most appealing of the 
bunch Contestants are fired from a gun In 
pairs, and race down a hazardous cresta run on 
sleds Enemies attempt to push you off the 
course, or to bump you into the many 
obstacles bends. Star Wars style barriers, 
opening and closing irises, sliding walls 
switches, and a swivcling mincer blade There 
is even talk of using a motion platform to 
enhance ihe experience 




VISION S DAIAGLOVE 
and hMdaat create 
Ihe link between Ihe 
uter end the 
n. mi) Li tea reality 
Sanson In the helmet 
respond to head 
movement and 
I ran ate* the 
information to the 
mage dteplay bo 
speedily that the 
sensation ol Ih'W 
dimensions It entirely 
convincing. Up to 
30.000 independent 
polygons can be 
processed par 
eecond, accompanied 
by elghl-channel 
sound. 



DIVISION TOO 



VIRTUALITY wasn't the only alternative reality on display 
Division Ltd was showing off its Vision (TM) system, though the 
accent was bent more towards commercial application* 
Virtually, It combines stereo images with audio and 
feedback, and can be connected lo create a large, multi user 
interactive system It can alio be accessed by applications running on 
a number ol host computers, including an IBM PC 



Like 
tactile 




VR. New Dimension 
International, sister company of Incentive (who programmed the 
Freescape adventures! has created a virtual realiiv utility called 
Superscape It's a PC-bawd utility which runs in real time, and 
tenures interactive VGA graphics TT>c picture here show* its 
potential lor 3D modelling, with a resolution ul 640 x *H0 in 256 




colours, the iD view calculated at up to 25 times per wcond NDl 
oilers a service which allowsaclient to customise the simulated world 
to their own specifications They are then able to walk. Hy or drive 
through the environment at will Applications are envisaged in the 
field or sales presentations, surrogate travel, visualisation, simulation, 
training and marketing demonstrations 

THE ART OF REALISM 

AUTHOR Patric D Prince has identified eight 
major ways ft which computer art and design 
difler from non-computer an, ideas which are 
fundamental io all virtual reality systems 



MODELLING OH WORLDS 

The ability to create a digitally based picture 

or model ol some aspect of real ur imaginary 

worlds 

RANDOMNESS 

Creativity often ariws out of accidental 
associations Computer artists can selectively 
apply degrees ol randomness to the domains 
ihey create 



THE GLOVE ITSELF is Ihe means ot manipulating your environment, 
though It's not simply a question ol grabbing objects. The compute, hand 
on acraan responds aiactly lo the movement ol your own hand, and a 
wide variety ol tundlona are accessed by subtle movements: poinl your 
linger and you fly through Ihe room, press your linear and thumb togelher 
■nd you can grab hold ot obiecls. It s only a matter ol time bafora ■ 
OeuSult la invented to create even greater Interaction between reality and 
simulation. 

VARIABLE VIEWPOINTS 
The ability to generate any perspective of i 
given model 



TEXTURE MAPPING 

The ability to systematically warp or modify 

the leKture of any surface 

COLOUR CHANGES 
The possibility of changing the colour hue 
any surface, or the colour illumination of a 
scene 

INTERACTIVITY 

The ability to create a kinetic art obicct tha 
reacts to human or environmental input 

THE PROGRAM AS A DESIGN ELEME 
The ability to radically alter any model 
applying a computer program thai 
linguistically as opposed to visually based 

REPETITION OF FORMS 
Forms both repeated within a model. a» 
countless minor variations generated 



THE ULTIMATE GAMES GUIDE TO THE ULTIMATE COMPUTER 

JANUARY 1991 £2.95 
Ml 6 PTA 770 L11300 
■ EMAP PUBLICATION 



DISNEYi 





DICK TRACY, 
ANIMATION STUD 
SPIELBERG'S NE 
HORROR FLICK 



A 



ON THIS DISK! 



12S 




WHO? 

BELIEVES THAT THE ATARI ST IS DEAD AND THE AMIGA TERMINALLY ILL? 

WHAT? 

WILL TAKE THEIR PLACE? 

WHERE? 

WILL THIS LEAVE YOU? 

WHEN? 

WILL THIS HAPPEN? 

HOW? 

CAN THIS BE TRUE? 



WHY? 



ISSUE TWENTY NINE 

THE ONE 

ON SALE FROM THE TWENTYEIGHTH OF JANUARY NINETEEN NINETY ONE 




JAM 




OCEAN 
6 CENTR 
TEL: 061 



Early levels provide a nicely graduated introduction to an 

utterly compulsive same 

EASUT OK Of 1990S BET PUZZLE GAMES' ZAPP SIZZL ER 

"Just about as puzzle gamey as they come .^S 

this is a dass act alright %MMk 

Right from the start this game ^KufMy' 

oozes a certain elegance" your Sinclair 



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The warrior returns with a vengeance in his 
ultimate fight for freedom. A flash of steel, 
a blast from his devastating Gyro Lozer Gun 
Stridor's back in action, pulverising the enemy 
and striving for justice, this time there will be 



LIMITS 



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Available on: 
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cassette & disk, 
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Capcom is a registered trademark of Capcom U.S.A., Inc. STRJDER™II (C) 1990 Capcom U.S.A., Inc. All rights reserved, 
muf actuied and distributed under license by U.S. Gold Ltd, Units 2/3 Holford Way, Holford, Birmingham B6 7 AX Tel: 021 625 3366.